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Bug Reports and Help / Can't no matter what where I try set the macro path
« Last post by Kiwi-Hawk on March 04, 2018, 09:59:31 PM »
Kia ora

I bee trying to set the Macro path for WM 3017 didn't not get to 3018 yet, wasted a day getting the same "You selected and invald dir"

I moved it from the (what use to work) I:\WorldMachineCache  dir it was in into \My Documents\World Machine\Macros  BUT no not happy
General Discussion / Layout generator blurred
« Last post by David Povah on March 04, 2018, 02:03:49 AM »
Ive just started using world machine and have come up with an issue that probably has an obvious answer but its driving me crazy. all the writing and everything else seems to be pixelated and unreadable. Is there an option or something that I should be changing or is it a graphics card issue?
You can import tileable textures directly using the "file input" node, set it to "interpret as RGB". Then you can use choosers in a cascade setup to texture your terrain using slope or erosion masks. I'll link an example, one of mine.

Textured completely inside world machine. Rock textures from asilefx.
Yes, we can play with colorize, trying different color tables, gradient ramps, make result a little bit better but actually result is not far from the beginning renders. It seems it is very difficult to make good render and find good gradient ramp in WM or Geoglyph and need to export to some other applications for render, Vue, UE4, 3d max, and use more interesting materials then just gradient ramp.
Bug Reports and Help / Re: Layout generator and drawing with lines - SLOW
« Last post by WM_Moderator on March 02, 2018, 10:02:35 PM »
Hi! Thanks for posting. I've recently started helping World Machine as Community Liaison, so will periodically pop into forums / support tickets.

Yes, that's one of the bugs we're currently trying to track down and resolve. If all goes well and we can figure out why that's happening, we'll put out a bug-fix in the coming weeks that resolves the issue. Crossing my fingers but yep, absolutely working on it!
Development News / Re: When will WM 3 get released finally?
« Last post by WM_Moderator on March 02, 2018, 06:20:10 PM »
Hi Jaf!

I've recently started helping World Machine as Community Liaison, so will periodically pop into forums / support tickets. This is an easy question, so thanks. :) Yes! World Machine development is very much still going (and has been going for the previous decade). In between the major releases there are several dev releases. Since WM 2.3, there have been over 100 improvements that have come out through a series of dev channel releases that are now all included in the Mailbox Peak release.

We're currently working on addressing some of the bugs that have been reported since the Mailbox Peak release. Hoping to have a bug fix version out in the coming weeks, depending on how easily we can track these bugs down, of course. If anyone is experiencing crashes, send us those crash reports! It's the most helpful thing to tracking down what's going on.

If you purchased or renewed your World Machine license within a calendar year from the date of the upcoming bug-fix release, you'll get that bug-fix release for free. Hope you're enjoying using the new version!
Hi Matt,

Thanks so much! It was super exciting to get the Mailbox Peak release out. Thanks for the feedback - people were asking for it the other way (that it changed to), but you're absolutely right, it makes you dependent on using a keyboard now. On a laptop, using the right-click option is a huge pain, but on a desktop, having to use the computer keyboard is probably equally annoying. I like the idea of a checkbox you can toggle (that might even help if you're switching to work on World Machine between a desktop and a laptop). I agree it doesn't sound like it should be too hard to implement, but you never know how these things might go. :) I'll definitely look into it - enjoy using Mailbox Peak!
Guys, Could you tell me please
The best way to texture in WM is Geoglyph, because of color satelite table,
Actually as I undesdand the one way to make good render is find good gradient ramp, so it is the best in Geoglyph we have 100 color satelite tables,but I have try every from 100 and result is not natural, then I try to use gradient ramp from file with mountain pictures, it is not good too, then i have use different colorize for Colormap, Flow map, wear map, deposition map to use different gradient for Colormap, Flow map, wear map, deposition map but the result the same, texture is not good, it is just flat images which far away from good render.
Could you tell me please What is wrong with this technique?
We have cool mesh and we use for this mesh best color gradient  ramp but result is not natural, for example we use Vegetation Hypercomplex,  or Desert Arid Complex or Coastal reef somple and any other from 100 gradient ramp look does not natural, we can see it at the pictures, from Geoglyph color satelite table, but other 100 the same like these,  it is far away from good gradient ramp, maybe is there some other way then just use gradient ramp, may be it is not need just to use colorize and choose one of these 100 gradient ramps? In all tutorials from Digital Tutors, Lynda, Creekatplay, show only basic render with some simple gradient ramp.
Maybe we just need to get color map, masks Flow map, wear map, deposition map and splat map and make mask selections with Height select and then use these masks in 3d max, or in UE4 to paint it in natural colors? Or maybe we can use Substance Designer just to try many times to find good gradient ramp? Or if we just use some gradient ramp, some color table so picrures like these and with more or less better colorize is the maximum quality for  WM and Geoglyph and should use Camera Projection to make better result or export to Vue and use procedural materials for WM in Vue for example? But it can't be so render WM and Geoglyph looking just so simple gradient ramp colormap. I think maybe everybody makes a few maskx, splatmap for different heights, flow map, wear map, deposition map and the use this maps to use another textures but almost no information about that in all tutorials just simple gradient ramp, and it looks not very interesting. Must be some tips and tricks to good texturing in WM.
Macros and Plugins / Re: Geoglyph macros 'invalid'
« Last post by Erwin0265 on March 02, 2018, 12:30:44 AM »
I realise that this is quite belated, but what is the actual build number of your WM?
GG2 only works with WM 2.3.7 and up.
Earlier version crash.............
Guest Forum / li battery for hunting camera
« Last post by miil233 on February 28, 2018, 05:32:36 PM »
BL480L-P Outdoor Trap Cameras Li Battery
1.Name:Rechargeable Li Battery
2.Recharge voltage:4.2V
3.Rated  voltage:3.6V
4.Rated capacity:2500mAh @ 0.2C Discharge to 2.5V
5.Standard Charging: 0.5C
6.Rapid charge:0.5C
7.Charging time:Standard Charging:3.0hours(Ref.)
8.Max charge current:4.0A
9.Max discharge current:8.0C
10.Discharge cut-off voltage:2.5V
11.Working tempterature: -20℃~75℃
12.Storage temperature:-30℃~ +60℃
13.Net Weight:45g
14.Battery Size:18x8x1.2cmli battery for hunting camera
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