Water level problem on height map
Posted: Tue Mar 18, 2014 2:46 pm
I just started messing around with l3dt, I have a heightmap I drew which has all water as black and terrain starts the next grade above that (eg 1m). I would like to use this heightmap in an engine (oblivion) which assumes Black is -117 meters. Is there a way with l3dt I can select all terrain at 0m and then perform a perlin brush across it to randomize the ocean beds a bit? Like for example "Select all rgb 0,0,0. apply filter perlin to selected with min depth 0m max depth -117m" or something of that nature?