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91
Bug Reports and Help / Re: Trouble With PNG Masks
« Last post by kris392001 on September 02, 2018, 04:47:50 AM »
Hi Pratyakash, thanks for having a look for me.

You make it sound so easy, and it should be, but the only mask format I can get to work so far is a greyscale (8 or 16 bit) PNG  with a transparent background (see image 1) But it produces the gutter. With RGB Alpha, World Machine crashes, with white in place of transparent, it just masks the whole area.

I have tried with greyscale 8 and 16bit raw (see image 2) and that just has no effect. Moving on to other formats to try.

Edit: TIFF and Targa don't work.

This is getting somewhat frustrating.

Chris
92
Bug Reports and Help / Re: Trouble With PNG Masks
« Last post by WFab on September 01, 2018, 10:46:27 AM »
In world machine, all height data, including masks, need to be black and white. RGB is for color data.

Now if I understand correctly, you are using a png alpha channel as mask. That may work with a channel splitter, but better way would be to use a simple grayscale image, preferably with floating point precision (16bits per pixel float values, tiff or png).

You need to input this mask using simple file input, and just set the scale, leaving everything as-is. The gray parts at the edges may cause some problem with terrace or erosion device, but I'm not sure about that one. I'll test on my end and report later.
93
Bug Reports and Help / Re: Trouble With PNG Masks
« Last post by kris392001 on September 01, 2018, 05:33:34 AM »
Just another note - PNG masks cannot be black and white, this applies a mask to the whole image. They need to black through to transparent then they work but they seem to 0 out producing gutters around the mask, certainly when creating terraces (see image).

I'm going to try other formats. Any recommendations for the best mask format would be welcome.
94
Bug Reports and Help / Re: Trouble With PNG Masks
« Last post by kris392001 on September 01, 2018, 02:42:30 AM »
Thank you Pratyaksh, that worked. I'm very happy - had to uncheck AND invert. The area in the forground of the image has terraces, the background not, though this is not the final configuration of the terraces, it proves the principle. It means I can now detail various parts of the height map  per their biome.

The only issue is some guttering at the edge of the mask. It has a hard edge and I'm going to assume I can solve this with a feathered gradient.

Edit: Actually, a gradient didn't help. It obviously takes the edge to be 0, is there any way to only allow modification only to the height range within the mask? A clamp or some such?

Cheers

Chris



95
Bug Reports and Help / Saved Presets
« Last post by Rmussell on August 31, 2018, 10:24:15 PM »
I was wondering how you save your own presets, my preset save area is always grayed out.
96
Bug Reports and Help / Re: Trouble With PNG Masks
« Last post by WFab on August 31, 2018, 11:58:03 AM »
Uncheck "interpret as rgb", and use the height information as-is. Also, try inverting the mask if uncheck alone doesn't work as expected.
97
Hey all,

So, I'm currently sort of in the middle of the learning process of being able to create landscapes, and at this point I just really need to be able to talk directly to someone who does this for a living on how to integrate World Machine into my workflow, and what sort of maps a texture artist will be needing from me when I hand off the landscape.

Currently my workflow is thus: Get a realworld height map -> bring it into World Creator 2 to spiff it up and bring the resolution up (I prefer to see my edits in real time) -> bring it into World Machine to get finishing touches and to generate texture maps (like wear, flow, sediment, erosion, etc) -> bang head on desk because I cant get the quality of World Machine to match what I saw in World Creator -> ??? -> profit.

What I need help with is what best practices are used to get good results out of World Machine, what textures are usually required by texture artists later down the line, general workflow suggestions/help, maybe even talk about whether rendering on a render farm is worth it/necessary?

I've also been fiddling around with Geoglyph as well because it seems to make things come out much faster/easier, but the quality is still not quite good enough.
98
Bug Reports and Help / Trouble With PNG Masks
« Last post by kris392001 on August 29, 2018, 07:13:10 AM »
Hi All,

New user of World Machine here. I have a raw file height map and I want to apply terracing to a specific part for which I have a bitmap mask (saved as PNG - one with Alpha, one without). I bring in the mask through a file input node, set the size, tick interpret as RGB. On the node I set the display hint to Mask. All I have is 2 File inputs, an erosion generator, and a file output. I can see the mask (white for the area I want to terrace), it is in the right position. I plug the file input heightmap node into the erosion mask node, and generate. but the erosion is applied to the whole image.

I feel the steps I have taken are pretty logical, I followed the tutorial although that didn't deal with bitmap masks.


Can anyone tell me what I'm doing wrong?

Cheers

Chris
99
"A picture speaks a thousand words". Screenshots help solving a problem. Tip for the next time.

From your explanation, I guess you have a heightmap and a texture. You want to overlay the texture on the terrain, and visualize the output. Similar to the screenshot attached.


You can input a color texture using the "file input" node. Check the box named "interpret as RGB. Then import your color map. Heightmap can similarly be imported in in other file input with "interpret as RGB" unchecked.
Next add an "overlay view" device from "outputs" tab. Plug the heightmap into the first input, texture into the second (screenshot attached). Then build the world at your preferred resolution, and switch to 3D view. Select "overlay view" to see it's output.

Do let me know if it works for you. Following this thread.
100
Works in Progress / Re: Speed Build Practice
« Last post by blattacker on August 24, 2018, 09:32:17 AM »
Thanks! I'm planning on doing another one on Sunday, but right now I'm kinda absorbed into the Scandinavian inspired one, so I've been spending a lot of time on that ahaha
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