Recent Posts

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21
Guest Forum / Re: overlay view doesn´t work
« Last post by Robaggio on December 24, 2018, 09:18:20 PM »
I think so
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Guest Forum / Re: Huge world tiles
« Last post by Robaggio on December 24, 2018, 09:17:04 PM »
I'm looking for a way too.
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There are 3 major types of nodes you'll encounter with a simple terrain network. "Generators", "filters", and "outputs". The general concept you follow while creating a network:

Generate-->filter-->output.

1. The data you manipulate in world machine, underneath it all, is "heightfields". It's just grayscale 2D image data. The terrain you see in the viewport, is a flat plane, with an image applied on it as a "displacement map". All you do in world machine, is "create and manipulate" that displacement image.
2. Generators "create the image". You can either use "noises" to procedurally generate it, or import premade maps from your disk using "file inputs". You can also draw basic shapes and gradients through these nodes.
3. Filters "operate on the data that is generated by the generators". You can manipulate the data through a range of mathematical operations, or "natural filters" like "erosion". Natural filters simplify the geological processes which would otherwise be a headache to recreate in 3d.
4. "Output" nodes do exactly that, output the final displacement map etc. You can choose the type of data to output using these nodes. Commonly used ones are "height", "bitmap", "mesh".

5. There are a plenty of nodes besides these 3 types, like "combiner", "chooser", "selectors", and "converters". These help you further manipulate your displacement data. I just didn't include them as they will further complicate the "easy" paradigm I'm trying to present here. Once you get the hang first 4 points here, you can easily follow the tutorials.


I'll be following this thread, so you may ask any more questions you have. Make sure you open a simple "example terrain" in your world machine while you read this, it would make it easier to visualize.
This makes a ton of sense actually. It is the exact answer I needed. I will try thinking and simplify my workflow in between those  few aspects, at least until I get better. Thank you !
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General Discussion / Re: [Need Advice] Understanding the logic of building with nodes?
« Last post by WFab on December 22, 2018, 10:48:39 AM »
There are 3 major types of nodes you'll encounter with a simple terrain network. "Generators", "filters", and "outputs". The general concept you follow while creating a network:

Generate-->filter-->output.

1. The data you manipulate in world machine, underneath it all, is "heightfields". It's just grayscale 2D image data. The terrain you see in the viewport, is a flat plane, with an image applied on it as a "displacement map". All you do in world machine, is "create and manipulate" that displacement image.
2. Generators "create the image". You can either use "noises" to procedurally generate it, or import premade maps from your disk using "file inputs". You can also draw basic shapes and gradients through these nodes.
3. Filters "operate on the data that is generated by the generators". You can manipulate the data through a range of mathematical operations, or "natural filters" like "erosion". Natural filters simplify the geological processes which would otherwise be a headache to recreate in 3d.
4. "Output" nodes do exactly that, output the final displacement map etc. You can choose the type of data to output using these nodes. Commonly used ones are "height", "bitmap", "mesh".

5. There are a plenty of nodes besides these 3 types, like "combiner", "chooser", "selectors", and "converters". These help you further manipulate your displacement data. I just didn't include them as they will further complicate the "easy" paradigm I'm trying to present here. Once you get the hang first 4 points here, you can easily follow the tutorials.


I'll be following this thread, so you may ask any more questions you have. Make sure you open a simple "example terrain" in your world machine while you read this, it would make it easier to visualize.
25
Hello everybody ! I'm new to world machine, I understand how most individual nodes in WM work. However when I follow along with tutorials I get really confused because I can't understand why the artist arranged the nodes in the order that he/she did. Can you help me out with some tips how I  can simplify WM in my head , so I could have easier time building my terrains. I apologize if my question is confusing, basically i know what each individual node in WM does, but my problem is that I have no idea how to combine them and when I watch tutorials I don't understand why the artist combines them in the way they did.
26
General Discussion / How to add photo as a texture?
« Last post by Maher01 on December 20, 2018, 03:30:07 PM »
Hi (im so new to WM), ive added a DEM into WM and it works all good and i do have an imagery photo to the same DEM with same scale, how can i place this imagery as  texture to the model i created ??
27
General Discussion / How to make Bankfull depth equal across entire river length?
« Last post by Shirk on December 14, 2018, 08:18:59 PM »
Im having a major issue when using the river tool where the rivers bankfull depth is not the same depth across a relatively flat area. The issue is that the river will go up and down in elevation within the same river length. Its a bit difficult to show here, but the rivers flow is going up this little hill here, rendering the river pretty much useless since I need it to be the same depth across the entire terrain.

What can I do?
28
Bug Reports and Help / Perlin noise sinks land masses?
« Last post by WatcherMagic on December 11, 2018, 01:57:14 PM »
I've just started using World Machine and I've been referencing YouTube occasionally for help; I have simple shapes for an island started. When adding the height adjustments as a mask to perlin noise most of the island sinks underwater, and I lose detail when I try increasing the elevation. How do I solve this? I don't want to lower the sea level as I'm making an experimental map and I don't want to limit certain areas too much.



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Geology and Terrain / Re: how to make rolling plains or small hills?
« Last post by Foxer on December 11, 2018, 11:18:48 AM »
Use the curve node to introduce some flat areas to some basic noise (or generator of your choice).
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Macros and Plugins / Re: Update: Sat Map Texturizer : new improved WM Color maps!
« Last post by Axton on December 10, 2018, 09:45:04 PM »
Awesome! Glad to see the method I showed for satellite derived splatmaps is being put to good use :)
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