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Messages - Hepcat

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1
Bug Reports and Help / Re: Build resolution not square
« on: June 02, 2018, 11:31:53 AM »
I figured it out, the Width/Height in location were't the same so it was adjusting to that.

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Bug Reports and Help / Build resolution not square
« on: May 31, 2018, 08:27:21 PM »
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?

3
Feature Requests / Full Planet Terrains and it can be done.
« on: January 06, 2012, 11:08:10 AM »
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.

4
Geology and Terrain / Limiting erosion complexity
« on: May 06, 2011, 02:18:56 PM »
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.

Chris

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General Discussion / Outputing textured bitmaps
« on: April 15, 2011, 02:31:46 PM »
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.

6
Bug Reports and Help / Re: Customizing/changing the standard terrian colors
« on: September 10, 2010, 02:50:35 PM »
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.

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Bug Reports and Help / Customizing/changing the standard terrian colors
« on: September 09, 2010, 03:51:37 PM »
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.

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Feature Requests / WM Device wiki
« on: September 08, 2010, 01:36:05 PM »
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?

Thanks

9
Bug Reports and Help / Re: How to combine worlds
« on: September 04, 2010, 06:37:57 PM »
The terrian I'm trying to keep at the 2650 level is not keeping it's appearence  or hieght when the world alltitude is at 16000.  I thought I could use a clamp but I'm getting it to work out right.

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Bug Reports and Help / Re: How to combine worlds
« on: September 04, 2010, 05:21:21 PM »
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?

11
Bug Reports and Help / Re: How to combine worlds
« on: September 03, 2010, 12:38:50 PM »
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.

12
Bug Reports and Help / Re: How to combine worlds
« on: September 03, 2010, 12:22:36 PM »
I think I found a bug.  When importing devices it will also import the group windows.  If those windows overlap an existing group there seems to be no way of getting the group windows apart.

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Bug Reports and Help / Re: How to combine worlds
« on: September 03, 2010, 11:21:42 AM »
wow!  That works about perfect.  With a more natural blending than the gradient it's going to make some insane stuff. 

14
Bug Reports and Help / Re: How to combine worlds
« on: September 03, 2010, 10:27:53 AM »
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?

15
Bug Reports and Help / How to combine worlds
« on: September 01, 2010, 01:08:10 PM »
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.

Thanks a lot!

16
Feature Requests / Re: Directly import geotiff
« on: August 18, 2010, 05:51:55 PM »
Got it working.  I was trying to view the file in a photo editor before I ever tried and it was messed up.  Works fine.

17
Feature Requests / Directly import geotiff
« on: August 18, 2010, 03:22:20 PM »
I've been downloading USGS data and they have a geotiff format.  Seems this is just a tiff with some header info.  Is there a way to import this into WM? 

18
Bug Reports and Help / Re: .obj files with the bitmaps incorporated
« on: August 17, 2010, 08:20:02 PM »
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.

Thanks for responding btw.

19
Feature Requests / Re: Spherical worlds
« on: August 16, 2010, 04:05:18 PM »
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?

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Bug Reports and Help / .obj files with the bitmaps incorporated
« on: August 16, 2010, 03:42:32 PM »
I noticed the .obj file format can contain UV map information.  Is there a way to get Worldmachine to export a mesh with the bitmap already mapped on the mesh?

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