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Very simple convertor of Wavefront's obj files to displacement map (projected on one of the main XYZ planes)

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obj2hmap

Very simple convertor of Wavefront's obj files to displacement map (projected on one of the main XYZ planes).

This tool grew up out of my personal frustration with Blender, myself unable to import an obj file and make depth texture, render and whatever else. Too much hassle. So, I have spent few days to mash up (and straighten a bit later) this tool. It is really one file-show.

As always the best documentation is the code itself. And this code is small - <1k lines of code with the huge Doxygen comments around.

Processing 1GiB obj file for 4k by 4k vertices, consumes like 20-30 seconds. Most of which are to read the file itself.

hmap2obj

There is one more tool created: hmap2obj

Its purpose is basically to convert a simple binary heightmap file of 16 bit unsigned values into an Wavefront obj file. This way, the cycle is closed. Again this tool was born just to escape using GUI tools and clicking here and there, loosing time.

Requirements

Any C++11/14 conformant compiler. Didn't tried it, but I think even GCC 4.9 will suffice. During my development I used GCC 6.2. No other external dependencies.

c++ obj2hmap.cpp -o obj2hmap -O2

Or MacOS:

clang++ -std=c++14 -stdlib=libc++ -Weverything  obj2hmap.cpp -o obj2hmap -O2

Is enough. You can skip even the optimization level -O2 and the named executable -o obj2hmap.

I have tested with Visual Studio Community 2015 and succeeded to build:

cl /EHsc obj2hmap.cpp

The /EHsc apparently turns on some C++ exception mechanism in Visual C++ compiler.

Usage obj2hmap

obj2hmap <OBJ> <HMAP> <SIZE_X> <SIZE_Y> <SIZE_Z> <AXIS> [OBJ_HEIGHT] [HMAP_TYPE]
  • OBJ Is the Wavefront's formatted file. The tools reads from it and caches the vertices. Can be any file system path.
  • HMAP Is the destination heightmap/displacement map file. We dump there the chosen plane coordinates. Can be any file system path.
  • SIZE XYZ Are the heightmap's dimensions into which we will squash the OBJ vertices. The numbers should be anything larger than 0 and less than the 32-bit range. You can put and oct/dec/hex formatted ones.
  • AXIS one of x, y or z That's the OBJ vertices coordinate which will hold the height values for our final map. Or you can say elevation data.
  • OBJ HEIGHT as two floating point values. By default, the min/max height obj values are are mapped to SIZE parameter. So if you have a terrain of 0.0 to 0.5, 0.5 will equal the SIZE param (e.g. 0xFFFF). If you specify explicitly a bigger range it will be used instead. For example, instead of 0.0 to 0.5 you can specify -1 to +1. This will map -1 as 0 and +1 as 0xFFFF. This option is of particular interest when your object file in fact is piece of another, bigger heightmap. In this case, whatever changes you do in the OBJ file, you can merge back the heightmaps - otherwise you will get pieces of very contrast patches. Note, that if one of the OBJ min or max height values is bigger than the corresponding OBJ HEIGHT param - it will be used instead.
  • HMAP TYPE one of u8, u16, u32, f32, tu8, tu16, tu32 or tf32. Is the type of values to dump into the heightmap file. The u prefix means unsigned, the f means floating point value, the number is the bit size and the t prefix means to output in text format and not binary values.

Example obj2hmap

obj2hmap terrain.obj terrain.r16 4097 0xFFFF 4097 y u16 0.0 0.02

This will convert my ZBrush exported tool, into terrain of 4k size. It is 4097 and not 4096 just to demonstrate the not power of 2 ability :)

Then as in my case, the Y axis shows the actual elevation of the terrain, I have put 0xFFFF or the max 16 bit unsigned value - this will force the tool to scale or stretch my elevation into the full range of 16 bit.

The y part basically says where is the elevation data in the OBJ file.

The u16 is optional and this is the default assumption. It will dump binary terrain of 16 bit values - quite common nowdays. Later it can be converted to image by some app like Gimp/Krita or fed up to some virtual engine.

Then the last two parameters 0.0 and 0.02 were specified so that this terrain does not occupy the full 16-bit range, but only a part of it. The actual occupation zone depends on the OBJ height values in the file. If in OBJ there are values between 0.01 and 0.02, then this means that the end binary 16-bit heightmap values will be from 50% to 100% of 0xFFFF (50% because 0.01 is just half of 0.02).

Usage hmap2obj

hmap2obj <HMAP> <OBJ> <SIZE_X> <SIZE_Y> <OBJ_LOW_XYZ> <OBJ_HIGH_XYZ> [--absolute]
  • HMAP Is binary raw heightmap values. Such file can be obtains from different terrain or even raster editor tools. This file will be read from.
  • OBJ Is the destination Wavefront's object file. It will contain vertices and faces indices. Vertices are of fixed width, double floating point data as maximum precision is searched for.
  • SIZE XY Are two unsigned integer values, saying how big is the heightmap data. Usually the product of these two should give the HMAP byte size. Anything bigger than that is not read.
  • OBJ LOW HIGH XYZ Are two 3d floating point coordinates. They specify the dimension into which to put heightmap. It is normal in most software X and Z to be -0.5 and +0.5. The Y direction is considerd the up or the elevation axis. Note that if you put too high value here, the vectorized terrain could look very distorted - if too low value, too flat. The proper way to calc this parameter is to relate the highest and lowest points to the size of the terrain.
  • absolute Is an optional boolean switch. By default, the min/max height values found in HMAP are used to stretch map it to the OBJ LOW/HIGH Y range. So if in the heightmap 1000 is the lowest and 20000 is the highest value, you will have a range of 19000 to into the OBJ LOW/HIGH Y range. Assuming OBJ LOW Y to be 0 and OBJ HIGH Y to be 1, you will have 1/19000 ratio - 1000 will be 0.0 in the OBJ file and 20000 will be 1.0 in the OBJ file. Now, if you use this switch, the heightmap values will be stretched over the full 16-bit range instead. In the given example, you will have 1/65535 ratio and 1000 will be ~0.15259 and 20000 will be ~0.305180 instead. This option is of interest when the heightmap is actually a piece of bigger map. Then as the parent map is in the full 16-bit range each of its tiles should be kept relative.

Example hmap2obj

hmap2obj.exe terrain.r16 terrain.obj 4096 4096 -0.5 0 -0.5 0.5 0.02 0.5 --absolute

Will vectorize a 4k terrain into somewhat casual for rendering software (Blender, ZBrus) obj range of -0.5 to +0.5. Note that the displacement axis was kept between 0 and 0.02, this makes the terrain to look proportional. The absolute switch was given as this terrain is cut of bigger one, so later the obj can be transferred back to heightmap and stitched together.

Note that the 0.0 and 0.02 values should be the same as in the obj2hmap tool. Together with the --absolute switch we can transfer chunks of big maps back and forth without loose of data.

License

The software code is distributed under GPL 3

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Very simple convertor of Wavefront's obj files to displacement map (projected on one of the main XYZ planes)

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