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Guest Forum / ABIS Mold(HK) Technology Co.,Ltd
« Last post by fskjw998 on November 16, 2017, 05:43:05 PM »
ABIS was founded in Shenzhen China,in 1996,adjacent to Hong Kong,has its own factory of 12,000 square meters. With the advanced facilities from Germany, Swiss and Japan, and a highly experienced design and engineering team.
Servicing various markets including Automotive & Aviation, Household & Industrial, Electronics & Telecommunications, Medical & Healthcare, OA equipment, Consumer Packaging , Personal care, and Sports, ABIS helps clients optimize productivity and minimize manufacturing costs, strengthening the ability of OEM to compete effectively on a global basis.
At ABIS, All new programs are entered into APQP as soon as the purchase order is received. A team will be assigned to review all steps of the project from tool design through work cell assignment, continuing on to the customer's first production run.
Hi, I found the following guideline in World Machine 2 User Guide page 33 in regard to Polygon and Line type:

"Vertex-based shapes support bezier splines for smoothly interpolating between each vertex. This is
slower to process but is often highly desireable to create smooth and complex geometry."

  I took it that it means I can adjust the vertices of both Polygon Shape as well as the Line Shape.  And indeed I can.  In Line Shape, I can adjust the height of each vertex by right clicking the vertex, and select "Enter Precise Value".  This allows me to not just adjust the Line shape in top-down 2-dimension, but also height in 3-dimension, creating a sloping Line shape.

  Currently, I am not able to do so with Polygon shape.  WM allows me to turn the shape into bezier shape and adjust each vertex just like Line Shape.  It also allows me to "Enter Precise Value" for each vertex.  However, entering those values has no effect on the vertex height of the Polygon shape.  For example, imagine if we make a Polygon shape of a triangle at the value(height) of 512m.  Then select one of the vertices and "Enter Precise Value" a value of 300m.  You would expect the Polygon triangle to slope downward from 512m to 300m at that vertex.  Instead, the Polygon triangle shape will remain flat at 512m.

  I was wondering is this expected behavior, or is this a bug?


General Discussion / Re: New tutorials out
« Last post by Vision4Next on November 10, 2017, 06:54:28 AM »
@Vision4Next: You can try these for geoglyph. They are a bit dated though. Something is still better than nothing imo.

Thanks, I've seen them. I really wish that Geoglyph would work with 3016. So far it only works with 2.x without problems.
Nevertheless it's really a great addition to a great program.
General Discussion / Re: New tutorials out
« Last post by WFab on November 10, 2017, 12:24:31 AM »
@Vision4Next: You can try these for geoglyph. They are a bit dated though. Something is still better than nothing imo.
General Discussion / Re: New tutorials out
« Last post by Vision4Next on November 09, 2017, 11:30:55 AM »

I also would love to see some tutorials for Geoglyph.
General Discussion / New tutorials out
« Last post by geekatplay on November 08, 2017, 09:24:02 AM »
New WM tutorials out at Geekatplay :
General Discussion / New_to_WM: Set height restriction?
« Last post by JamesChao on November 06, 2017, 06:14:41 PM »
Hi, I'm new to World Machine.  I have a general question in regard to integrating WM workflow into Unreal4 I was wondering if WM veterans can advice?

In general, most workflow tutorials that I've found is to generate terrain/landscape from WM first, and then import into Unreal4, and goes from there.  I was wondering, what if I would like to do this the other way around?  What I meant is starting a rough Landscape from Unreal4 first, export the height map to WM, run through all sorts of filters, and then re-import the new result back into Unreal4?

More specifically, this is the problem that I ran into:  I would like to create a very rough layout from Unreal4 based on game design need, bring it to WM, do stuff, and then back into Unreal4.  Visually, this workflow is doable and I can roughly control where I want specific terrain features.  However, because of game design needs, some sections in the rough Unreal4 draft needs to be at fairly precise game-play height.  With WM, most of the filters and generators really wants to drastically modify the heights (as it should be). 

So perhaps my workflow is wrong and I should just let WM does what it wants to do and adjust game design accordingly.  That being said, I was wondering if your WM veteran artists have use the workflow as I described and has a methodology to control the final gameplay heights from WM filters?  The height doesn't have to be super-precise because I understand that defeats the point.  But can it be control into a reasonable range, so that the WM final looks more like a detailed version of the original rough input in terms of specific terrain features, so that any gameplay already designed can still work?

Development News / Issue with poly reduction in Meshoutput
« Last post by Foxer on November 02, 2017, 07:49:30 AM »
When using tiled export, setting to reduction rather than standard triangulation results in gaps in the tiles. This seems like a regression issue since this used to be an issue with v2 of the released version.
When deleting a polygon from a Layout Generator Layout View, World Machine crashed with error message "Pure Virtual Function Call". See attached screenshot.

I was not able to reproduce this crash.

World Machine 3.build3016 Professional Edition 64-bit
Bug Reports and Help / Cannot change file extension of heightmap
« Last post by doug on October 26, 2017, 01:32:31 PM »
Video demonstration of bug here.

Steps to Repro
  • Create a Height Output device
  • Double click the Height Output device
  • Set File Format to RAW16
  • Set the filename to heightmap.raw
  • Press OK

Heightmap output filename changed back to heightmap.r16. I expected it to be what I entered: heightmap.raw.

World Machine 3.build3016 Professional Edition 64bit
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