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General Discussion / Unity 5.6 + GG2 + WM2
« Last post by sadicus on August 07, 2017, 07:52:15 AM »
One Warning: Unity interprets raw heightfield origins differently from World Machine; your terrain will appear to be flipped on the Y axis!
There have been many updates to Unity, Is this info still relevant and true?
Guest Forum / Tile output not overwritten
« Last post by hogjonny on July 31, 2017, 04:01:53 PM »
Build 1:  I built a 4 x 4 tileset, everything wrote out fine.

Build 2:  Then I used the same world, but built a 16 x 16 tile set ...

Any tile in the original 4 x 4 Build 1, was not overwritten in Build 2 (I can clearly see from the 'date modified' file data)

I've checked that the folders/files in the file tree are NOT read only, that would have been my first guess.

Anyone seen this before?
Bug Reports and Help / Re: Single vs Tiled significant render differences
« Last post by WFab on July 26, 2017, 09:51:49 PM »
Tiled terrains never truly match up with single file terrain heightmap. The reason for this is that erosion does not take into account the height data in adjacent tiles, and blending is done as a post process. The terrain you wanted to be built should have been checked with tiled builds in earlier stages. One thing you can do is build high resolution single tile terrain, then in a new file, import it and cut up into tiles. Max you can go is 16k though, for one file. Or you can adjust your contour map according to the new tiled terrain (if that is even an option).
Bug Reports and Help / Re: Single vs Tiled significant render differences
« Last post by hogjonny on July 26, 2017, 03:32:46 PM »
I have seen this issue before.

This usually has to do with devices that show the red !, for example the Clamp node if you set it to 'normalize' ... and I think it's basically informing you that this type of operation may behave differently in a single tile versus whole world as it operates on the current data.
Bug Reports and Help / Tiled File Input ... Can't load relative paths
« Last post by hogjonny on July 26, 2017, 01:39:52 PM »
World Machine has a bug ... it can't validate a tile-set with relative paths!!!

'Specify from Files...'

With the checkbox 'Use relative path to file' selected, the node can't validate the tileset.  Absolute paths work fine.

The problem here, is this is going to cause issues with portable automated builds:

  • I am creating world templates, set up with staged automation:  Build tiles, stitch tiles, etc.  So if I provision new levels from this template (copy the template to a new location), these absolute paths now have to be updated manually before the world can be built.
  • Automated builds will break.  Develop in branch 1 locally, build in branch 2 in a workspace on a remote farm - the absolute paths will cause the build to fail
Development News / Re: Dev Silent in Forum and Blog
« Last post by Vision4Next on July 25, 2017, 02:27:41 AM »
3016 is available. Just downloaded it yesterday. So far, no crash, but didn't play around a lot up to now.
Works in Progress / Re: Tips on a bouldary mountain?
« Last post by blattacker on July 23, 2017, 03:48:07 AM »
You've got a great base to start with there! My best advice would be to render out a heightmap or mesh at as high of a resolution as your system can handle, then pull the model or heightmap into a program that will let you sculpt the actual terrain. I've never seen World Machine do vertical crevices like that on a sheer face, though it is probably possible with enough work. Especially if you want that cave at the bottom, though, that's going to be actually impossible in World Machine. Proper sculpting will help you get those sharp faces, as well as the finer detail in the cracks and rock layering.

I'm by no means an expert, so ymmv, but I find World Machine to be an amazing tool to make the base terrain, but a fully fledged sculpting program such as ZBrush to make more detailed features.
Works in Progress / Re: Trying for more interesting shapes
« Last post by blattacker on July 23, 2017, 03:32:08 AM »
I kinda gave up on this project, so yeah, once my current project is finished cooking, I can see if I still have the project file for this one and post a screenshot or something for you!

Unfortunately, in my great file purge of 2017 (every year or so when my storage hdd gets over half full, I'll go through and delete a bunch of old stuff to clear room), pretty much every World Machine project I had got cleared out cause I either finished it or was no longer working on it. From my memory though, I think it was a fairly simple project, advanced perlin for the base terrain, combined with an F1-F3 voronoi (with a basic perlin used as distortion) to create the steeper edges, then just a terrace (with another basic perlin for modulation), followed by an erosion, followed by thermal weathering, and then one more erosion for good measure. There may have been some more stuff, but as best as I can remember, that was the basic setup. Maybe I'll revisit this idea after my current project, because I do still like the idea of this type of terrain.
Feature Requests / Re: Improved curve editor
« Last post by hogjonny on July 18, 2017, 08:00:46 AM »
Also, it would be nice to overlay the linear curve while editing ... currently, I pull the curve strength down 100% to visualize the drawn curve against the linear one, then ramp the curve strength back up after editing.
Feature Requests / Improved curve editor
« Last post by hogjonny on July 18, 2017, 07:42:42 AM »
Some additions to the curves node editor would be nice

1 - Visualize water height, I want to draw out flat under the water and smooth beaches along the coastline.
2 - Point based curve, so I can drop in points with specific heights
3 - Overlay a histogram, so I can visualize the curve against the input height fields data more easily
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