Comments (6)
I should add that I am using Blender 2.78a and a recent copy of the BlenderGIS addon on both Windows 7 and Linux Mint 18.
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Hi,
Thanks reporting the issue.
When importing a raster coded in 16 bits integer, the script cast the data into a new image coded in float32 (because its a pain to handle negative value of signed 16 bits dataset).
After the import, in the image editor the datatype is correctly detected as float
but after reopening the blend file, the image is detected as byte
So the problem come from here but can't explain this inconsistency, I need to investigate more
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I've done a few more tests with the same image but saved as UInt16 and Float32 and in both cases the image is retained as RGBA float when the project is saved, closed and reopened. So, to solve my problem I can use either Unsigned 16 bit Integer or Float32 GeoTIFFs. This doesn't shed any light on why Signed 16 bit integer GeoTIFFs fail though :-(
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Finally found the problem, as i explained before when trying to import signed int16 raster the script cast beforehand the data to float32. This new image is then packed into the blend file but packed image can only be stored as png and this format does not support float32 data, so the image downgraded to 8bits...
Results, I can't use the pack function anymore and I need to modify the script in order to copy the new 32bits image into an external file (in exr format because Blender can't write 32bits tiff).
Unfortunately this modification seems more tricky than i expected so for now I think the best workaround is to convert all your raster in uint16 or float32. These 2 datatypes can be directly used as displacement texture in Blender (there is no need to produce a new image).
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Thanks @domlysz - my batch process is running as I type using Uint16 GeoTIFF with 4 tiles processed and 87 to go...
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fixed
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