

Right now it’s a square (though it might look like a rectangle, depending on perspective distortion and the angle you view it from), and that’s really only good if we’ve got a square heightmap (which perhaps you do). We need the plane to match the aspect ratio of our heightmap. I can stretch it in one direction or another by entering numbers in the X and Y fields of the Scale just to the right of the Location fields. While we’re here, there’s one other thing we want to change: the aspect ratio of the plane. Change each number to zero, and watch the plane move to a more convenient location. If you click on the angle brackets that appear on either side of a number, you’ll end up incrementing/decrementing it. You can change these numbers (and thus move the plane) by clicking in the center of each. Among other things, you’ll see info on the XYZ coordinates of the plane under Location. This time, select the tab with the icon that looks like an orange square this will take you to the Object Properties. Select the plane, then go over to the Properties panel. Let’s move the plane to the center of our coordinate grid (it’ll make lining things up easier later on).

As before, it’ll appear wherever we last had our 3D cursor. Next up, let’s add in a plane mesh by hitting Shift-A and choosing Mesh → Plane. Remember, you can delete an object by selecting it and hitting the Delete key. You can also just restart Blender and delete the default cube. Get rid of all the various meshes you made (including the default cube), so that you’ve got a blank scene with just a camera and a light source. First, though, we need to start with a clean slate.

So, where does the terrain model come from? Well, we’re going to make a plane in Blender, then deform it according to our heightmap file (that greyscale terrain image), making some parts of the plane higher or lower based on what the heightmap says. Our goal here is to generate a 3D model of our terrain within Blender, so that eventually, when we’ve positioned the light source and camera correctly, we can capture a relief image. Let’s take each of these three pieces one at a time, starting with the last one: the thing we want to photograph. We’ve got our camera, our light source, and the object we want to take pictures of. As I mentioned earlier, Blender is like a virtual photography studio.
