In the example Island Chain.tmd the resolution won't square to 4096x4096 If you turn in down to 512x512 it's square and as it goes higher the second number falls below the first and can't be set manually. Am I doing something wrong?
I know this has come up a lot. I found some information online about how to generate the Perlin noise so the deformation from the poles is taken into account.
"The exact appearance of the texture can be controlled by either varying the relative scaling of the harmonics or by adjusting how the scalar from the Perlin functions is mapped to colour and/or transparency.
It gets around the problem of mapping rectangular texture images onto topologically different surfaces. For example, the following texture for a sun was created using 3D noise and evaluating the points using the same mapping as will be used when the texture is mapped onto a sphere. The result is that the texture will map without pinching at the poles and there will not be any seams on the left and right."
If you look at the attached file it shows what the perlin looks like. The above quote tells how they sampled a sphere out of 3D perlin to get it. I'm hoping something similar can be done to let the "natural filters" work in the same way. Erosion filter is what makes WM terrains really look so great. Here is the link to the original site: http://paulbourke.net/texture_colour/perlin/index.html
We are working towards an engine with full scale completely procedurally generated terrains where we can move from space to any point on the surface. We have been able to make some incredible terrains but getting them to work on a planet/sphere as been problematic.
I'm having an issue with erosion and resolution. I can make a terrain that has a great overall look at 512 or 1024 for example. If I try and raise the resolution to 4096 to get more details the erosion seems to drastically change the way everything looks. At 512 the flow outputs have the shape I like, but they are pixelated. When I raise resolution they go from a flow with 3 branches to one with dozens of splits and flows everywhere. I just want to change from a fuzzy 3 branches to a sharp and crisp 3 branches.
Hope that makes sense, best way I can think to describe whats happening.
I've noticed there is a "detail" texture that seems to be overlayed on terrains I make that looks great in the viewer. When I export the image all the texture is lost? Is there anyway to get the image out exactly how it looks in the viewer? I've also tried to use my own textures I find for grass and rock but world machine will only let me shrink them to 630m squares which when applied to a 1mx1m tile of grass no longer looks like grass.
That file looks very tricky to edit. Is there anyway to cycle through the colors on terrian? They seem hard coded to elevation. For example 'Acid Bleached World' may have the colors I want from 2000-4000m but if I raise or lower my terrian the colors for that hieght aren't as good.
Are there files for the standard terrian color schemes (Acid Bleached World for example) that can be accessed and modified to make new choices? Also is there anyway to cycle through the color gradients to fine tune them for the altitude of any given world. Sometimes the colors workout perfect but if I change altitude they get shifted to a less desirable set of colors.
The manual doesn't explain what these devices do well enough (for me anyway) to understand exactly how they function and interact. I was thinking a more indepth index or even better wm-wiki or something. Unless such a document already exisists?
Where would be the best place to place the "clamp"? I'm combining Acid World Flow example and Simple Texturing examples. The simple texturing looks good at 16000m and acid world flow I'm trying to keep it at 2650m But I'm not sure where to put the clamp to keep it looking as it does at the default elevation?
Anyone who has not played with mixing different worlds this way better clear their schedule for awhile cause it is extremely addicting. Be sure and use a chooser to mix the colors as well. Getting some great looking stuff.
Thanks. I used a gradient on the C input of the chooser to get them to mix. Problem now seems to be that my mountains need a world hieght at 16000m and the "flat" terrain looks like mountains at that hieght. Is there a way to force the flat terrain to stay much lower than the mountain area?
I have generated some beutiful mountains. I also can make large flatter areas. But I can't figure out how to create a large flat type world and put my mountains right in the middle. Anything I generate seems to end up making a world that has the same features basically going on forever. I'd like to gradually fade from one type to another and make many different types of terrain on one "world" Probably easy but I'm not seeing the right device to do it.
Usually it might be easy but: A 20x20 tiled output is a lot of work to map for me Currently Blender is crashing when I load the .obj and the .png before I can get the UV map done. Works real slow anyway cause even 512x512 meshes are 18+ MB Maybe I'm doing something wrong.
Not exactly the same thing as you are asking, but related. If you google earth maps you'll get rectangular projection maps ( I think that's what they are called.) Basically they are ready to be UV mapped onto UV sphere's. It would be awesome if WM could generate hieght maps and images in that form. Then you could just use the hieght map to displace a shpere and UV map the image. The trick would be having each side of the mesh and image match so they fit together smoothly. That sound right?