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Heightmap

The Heightmap is one of the four asset types that can be used in a Foxel project. Heightmaps are pixel-based. Each pixel can store a color index, a material index and the pixel's height. Heightmaps can be loaded into Voxel Scenes via VoxelHeightmapReference nodes which convert the 2D pixel data into 3D voxel data.

Properties

NameTypeDefaultAccessDescription
category1i0🟩🟥Category
copyrightInfoUrl1s🟩🟥Metadata, link to copyright info
copyrightNotice1s🟩🟥Metadata, copyright notice
copyrightStatus1i0🟩🟥Metadata, CopyrightStatus
creator1s🟩🟥Metadata, creator of asset
description1s🟩🟥Metadata, description
fps1f24.0🟩🟥Animation frames per second
guid1s🟩❌Globally unique identifier
headline1s🟩🟥Metadata, headline
keywords1s🟩🟥Metadata, keyword
size2i(1, 1)🟩🟥The surface size in pixels
title1s🟩🟥Metadata, title
unitScale1f1.0🟩🟥Unit scale
Details

Type
1b: boolean
1c: color (integer)
1i: integer
1f: float
1s: string
2b: 2-component boolean vector
2i: 2-component integer vector
2f: 2-component float vector
3b: 3-component boolean vector
3i: 3-component integer vector
3f: 3-component float vector

Access
🟩 : Property value can be read with FxFile.Get
🟥 : Property value can be changed with FxFile.Set
❌ : Property value is read-only and can't be changed

Create

To create a new Heightmap use FxFile.Create with FileType 115.

lua
assetID = FxFile.Create(115);
assetID = FxFile.Rename(115, assetID, "MyAsset"); -- rename new asset
FxFile.Open(115, assetID); -- open new asset

TIP

The size of new Heightmaps is (1, 1). To resize the open Heightmap use FxFile.Set2i with the property size. For example, to resize to (100, 100) use FxFile.Set2i(115, "size" 100, 100);

Files

All asset files of a project are stored in the project folder Projects\PROJECTNAME\Assets\ with the file extension .fxl.

Supported Nodes

PixelLayer, PixelHeightmapReference, Group2D