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Hi everybody, been years since my last visit....and the last time I found myself using WM. ^^'

Straight to the problem: I have a 500x500 meters extent; in this extent is an island that takes most of the space; over this island I'm placing some hills of the smooth kind.
Although of the smooth kind, I'd like these hills to have some variance in their base shape (not just roundish like a pregnant lady's belly).
To make the hills I used layout lines with specific altitudes for each vertex. To achieve a more interesting look I wanted to exploit the shape breakup feature.

Alas, the shape breakup scale value can't go anywhere below 333m in size, which means every feature would be roughly 4-6 times the size of the hill itself.
I see no input hook named after this parameter, on top of the device, thus I guess using a scalar input is not an option.

I want orizontal distortion, not vertical bumps, thus multiplying it by a perlin noise wouldn't give me the right result.

Question: is there a workaround for this? Or maybe an alternative?

Thank you. ^^
Bug Reports and Help / "Blocks" forming within layout generator
« Last post by Rmussell on August 10, 2018, 02:52:40 PM »
When using a chooser in my current scenario, I find that the view inside the layout generator gets very "blocky" and does not show me what is actually present within the world, any tips on how to fix this? Thanks
There are already World generating tools with GPU support

Which ones?

World-creator (former GEO control). Almost everything is realtime.
General Discussion / Make Edges match each other? Seamless terrain
« Last post by trgames on August 06, 2018, 12:24:32 PM »
Is there a way to make all the edges match each other so it can be wrapped on a sphere? 205x100km with no tiling. I have the professional edition.
Bug Reports and Help / How to combine these two terrains?
« Last post by CEDERROTH on July 22, 2018, 05:24:30 AM »
Hey guys, this is what I have on my project. It's a grassy mountain terrain which needs a small snowy section.
I created the snowy section separately, hoping to combine it to the grassy terrain later on.

So basically what I need to do is mask out the rest of the snowy terrain and only leave the mountain part to be integrated in to the grassy terrain, while keeping the color textures as they are and the heightmap filters,  erosion etc. to not affect each terrain section.
Just sort of blending the snow in to the grass.

Is this even possible this way?

EDIT: SOLVED (kind of)
I found this thread with user Remnant gave advice and followed that one.
So basically
1) I created two Choosers, one for the heightmaps and one for the bitmaps (snow and grass).
2) Dragged heightmap output from the snowy part (from Erosion) to the first Chooser's Input A and the heightmap output from the grassy part to the same Chooser's Input B.
3) Masked out the first Chooser: Copied and pasted the Layout Generator that I used to create the snowy part. Dragged the output from that Layout Generator to first Chooser's Control C.

4) Dragged the bitmap output for the snowy part in to the second Chooser's Input A and dragged the bitmap output from grassy part in to Input B.
5) Masked out the second Chooser with the same Layout Generator as in part 3.
6) Matched each terrain's height because I needed to raise the snowy part a bit with Clamp by dragging it between the heightmap output and the first Chooser. Used the setting "Clamp" to alter the height.

I think there would be a better way to do this and if you come up with one, please do share. As you can see, the transition between the grass and the snow isn't the best so I could use some advice on that one.
Hello WM community!

I'm currently struggling with a workflow for designing small features that I want to keep it's properties as I scale them down in XYZ.

My current workflow is to design them as small as possible while still getting reasonable look-feedback in 4k. Then I create a master scale parameter, then using scalar arithmetics to proportionally adjust every feature I think will impact scale, as I scale down the master parameter.

To design features in a reasonable size in the preview window, and then scale them down to required detail level.

When I render scale down, with even with quite simple device networks, nothing keeps its look.

Practical Description:
I'm working on terrain 12x12km, (8k build res) and I have designed some fancy looking sand dunes. The issue is that they are averaging 200m between dune-tops, and I would like them to average more like 20m. When i Parameter-scale them down, even very simple device-networks fail to produce desired results.

Anyone have thoughts or solutions to this problem? I find the master parameter->arithmetic workflow really unreliable..

Pre-generate a tiling texture, scaled in photoshop?
Can any tricks be done with the extents? Render hi-res to library and scale down?

Guest Forum / WM indie, resolution limited by memory
« Last post by matteo on July 17, 2018, 03:24:59 AM »
i wanted to know what does it mean "resolution limited by memory" in the indie version of WM

What kind of memory are we talking about? graphic card memory? ram memory? hd memory?

if i buy WM indie will i be able to create 8k / 16k maps?


General Discussion / Set Elevation at Edge
« Last post by RvBGames on July 16, 2018, 02:42:03 PM »
Is there a way to make sure that the elevation at the edge of the world is 0?

I've tried to use a Line in Layout View around the perimeter with a altitude of 0 m but that didn't work. How would I go about doing this?

Thank you in advance for your help.

I found a way to do this by selecting:
1. Advance Perlin device
2. Layout View
3. Overview
4. Attach new Layout as Height Adjustment

During step four two options may be available (Layout as Height Adjustment, or Layout as Mask Input) depending on the device selected.

Afterwards, I was able to add polygons around the perimeter of the world with the desired height value (0 for my needs).

Feature Requests / Allow Camera movement in 3D View while node dialogs are up
« Last post by mattnava on July 15, 2018, 11:41:02 PM »
I work with a secondary window in the 3D view to see the terrain as I work. I often will edit a node's parameters, and will look at the terrain as I adjust the sliders to see its effect. I often want to see how the change will effect the the terrain from different perspectives. However, when a node's dialog is up, the 3D viewport locks and the camera cannot be orbited or moved at all. This means I find myself constantly ping ponging between adjusting parameters and then closing the dialog to change the view. The camera locking seems arbitrary and slows down the workflow. It would be great to allow camera navigation in the 3D viewport even when dialogs are up! I think its one of those small things that would really improve the editing experience. Thanks for considering this.

Matt Nava
Feature Requests / Re: Use curved device connectors, not angled
« Last post by mattnava on July 15, 2018, 11:34:21 PM »
 :D Great! Thank you so much!
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