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Topics - WFab

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As the title says, the new dev build is not going beyond the main memory. In my case, it crashes around 12-13 gb memory usage (I have 16gb total). I've tried it every way, disabled and enabled the paging feature, reset config, reinstalled. No result. Windows7 64 bit, wm dev 3014. Also, memory usage has somehow increased overall, conserve memory feature is also not helping with that.

Guest Forum / World Machine facebook group
« on: July 19, 2016, 06:29:00 AM »
Hello! I made a world machine exclusive group yesterday on fb. Please join if you are on facebook and want to simplify your life.

General Discussion / World Machine facebook group
« on: July 19, 2016, 06:28:21 AM »
Hello! I made a world machine exclusive group yesterday on fb. Please join if you are on facebook and want to simplify your life.

Macros and Plugins / TeTo : The Texturing Toolbox!
« on: April 29, 2016, 10:37:55 AM »
Hi! As I posted in another thread before, this thread is about a texturing macro. TeTo is a set of 3 macros, one is for texturing (diffuse color), one is for making splatmaps, and one is for making weightmaps. The creator is Iri Shinsoj, and it's going to be available on her gumroad in a bit. I'll post the link as soon as it's uploaded. I'm just starting this thread to see if there's interest, and for discussions on it.

Development News / Are we there yet?
« on: April 12, 2016, 12:00:05 PM »
Is world machine still under development? Need some activity soon Stephen! At least make some dummy activities in your development blog, so we know you haven't fallen down a cliff or something!  :P

General Discussion / New worldMachine tutorial!
« on: June 21, 2015, 06:42:14 AM »
Hi, here's a very cool world machine tutorial by forum member "shinsoj".

Works in Progress / Another texturing in wm test!
« on: April 26, 2015, 03:49:00 AM »
Hi everyone, this is phase 2 of texturing in world machine. I mixed textures with colors from 2 basic coverage macros, using a combiner with mixing mode "max".

Geology and Terrain / Landmass morphing realistic animation
« on: September 14, 2014, 04:31:02 AM »
Hi everyone!

I have on my hand this project where I need to morph the landmass of some continent into present day. It has to be nearly accurate as scene dynamics depends on it. What I have currently after 2 months of work is:

A. Present day material

1. Landmass heightmap
2. Landmass alpha and water alpha derived from the heightmap.
3. Texture created from nasa's blue marble 46k map. Landmass only.
4. Ice cover alpha image sequence for morphing ice cover to present day.

B. From past

1. Just a 5 frame storyboard in jpeg format.

I have no idea how to approach this problem. Please, I need some suggestions quick.  If I can animate just the landmass alpha, I can derive other elements from it as well. I have access to these tools:

Vue 9.5 xstream
Terragen 3 pro animation (which I bought just a few weeks back and have no experience using yet)
Blender 3D (beginner's experience)

Please I need some educated suggestions on this quick.

Hi Stephen, did you ever consider about gpu computing for map building or 3d viewport. This thread is not a feature request per se, but a general discussion about future possibilities. I was just looking at some stuff that is being done using nvidia CUDA, and was intrigued by the potential. Check this out, it's a gpu based raytracer by nvidia, optix

I will be posting some more stuff in this thread soon! Please do check it out, even if it is irrelevant to your plans.

Works in Progress / World machine and Terragen 3 test
« on: July 22, 2014, 10:50:32 AM »
This terrain was built in vue, refined in world machine, and rendered in terragen. Haven't worked on shaders much. Could someone point to a good detailed worldmachine - terragen workflow tutorial?

I know this has been repeated many times. But can someone tell me if they have done an aerial shot using a world machine terrain in terragen (or vue). I need to know specifically if someone has done a planetary terrain shot, with world machine generated terrain as the central object. Any hint would be helpful.

Works in Progress / Texturing in world machine
« on: March 24, 2014, 01:13:45 PM »
Hi, I'm currently working on a terrain texture for a client, and although it was to be done in game engine, I tried to do it in world machine (diffuse only). So far looks ok, despite the fact that terrain is 2k where textures are 1k. Gonna use knald to extract normalmaps and ao maps later. Please be brutally critical while commenting! :P

P.s: Textures only, terrain is just a test!

Macros and Plugins / convexity selector enhanced
« on: November 28, 2013, 12:41:05 AM »
Convexity selector macro with extended (slightly!) functionality.

General Discussion / wm pro trial
« on: November 07, 2013, 11:17:41 PM »
i thought i downloaded a pro trial version from the site, turns out it was just the basic version. where can i get the trial with pro only devices so i can evaluate it properly???

General Discussion / facebook page
« on: October 31, 2013, 05:42:40 AM »
there seems to be little or no activity on fb, admin needs to post at least 1 post per day to get it up in search results and page suggestions

just a thought!!! cheers!!!

General Discussion / workflow tutorials required
« on: October 29, 2013, 02:45:20 AM »
i need some workflow tutorials for terragen and world machine
also some terragen in-depth tutorials would be appreciated as well, since i can't find any
i just started using terragen, and i understand the ui well enough (thanks to th 9 tutorials on youtube all describing just the ui!!!)
i've been using vue for 2 years now and only reason why i want to switch is becase vue doesn't follow linear workflow properly as well as buggy exr implementation...

could someone post some links to such resources?


Works in Progress / snowy peaks WIP
« on: October 27, 2013, 12:50:34 PM »
hi, this is a test of how i can push as much detail as i can inside world machine, using least number of devices possible and a single erosion node.

Macros and Plugins / macro properties problem
« on: October 20, 2013, 12:22:34 AM »
hi stephen, i've a problem with macros having too many parameters like the Extended Overlay macro. the list is so long it goes beyond the vertical bounds of my screen. i can't even view the ok or cancel button. and that too at the highest resolution my monitor supports. is there a way you could make the macro properties dialogue such that the parameters that go off screen tile in the next row for those with smaller screen space?? that would be a gem!!! BTW i use wm 2.2 pro

Works in Progress / Road creation inside world machine
« on: October 13, 2013, 09:57:18 PM »
hi, i've been working on a scene containing a hillside road. although the road seem unrealistic, its only for reference for mudbox. i need some opinions on this scene as it still looks typical cg and i need to integrate it in a live action footage.

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