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Messages - WFab

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Macros and Plugins / Re: Colortable icons and names
« on: January 12, 2018, 05:25:50 PM »
Currently, it only works with geocolor device. Which in turn is not working with wm 3018 at this point.

General Discussion / Re: New tutorials out
« on: January 12, 2018, 05:23:09 PM »
New tutorials unlocked, free to watch at and youtube channel

That geekatplay link is incorrect. The spelling needs correction.

Bug Reports and Help / Re: Having some trouble with File Input resolution
« on: January 08, 2018, 04:37:37 PM »
1. I'd like to see the settings you have in the file input device, world parameters settings.
2. Open the file in an image viewer, and see if it looks pixelated in full resolution. If you can, please show it here too.
3. Just in case, build it again at different resolution and see if that works.

You need world machine pro for higher resolutions. World machine basic is limited to 512 resolution, not much you can do with it at that scale.

Secondly, yes it's a tough job to create a believable terrain. A lot of the extra work for realism (trees, assets, shaders) is done in your target engine, unity or unreal. World machine is a terrain modelling tool, the landscape and level is up to the target engine where the terrain data can be imported and manipulated.

Feature Requests / Re: Smaller BreakUp shape
« on: December 07, 2017, 11:09:50 PM »
Layout generator is for shaping your terrain's form, not for creating finer features.

Plug the layout generator into an advanced perlin generator, either shape guide input, or mask input. Then add detail via the AP.

Bug Reports and Help / Re: Disabling devices for building
« on: November 30, 2017, 09:34:44 AM »
Just ctrl+select, or simply box select the devices you want to disable, then right click and disable. Or try the shortcut with the devices selected, I don't use that shortcut, so I don't know about it.

General Discussion / Re: Geoglyph 2 issues
« on: November 25, 2017, 08:08:39 PM »
Next geoglyph update is in the works, though I'm not sure when it will be released.

You use left click and drag to move in explorer view. You can also use one of the traveling modes (fly, walk, drive, hover). Right click switches views, though I'm not sure how to use it. It's either really a bug, or just a very counter intuitive feature.

Bug Reports and Help / Re: Cannot change file extension of heightmap
« on: November 25, 2017, 07:45:57 PM »
You have to change file extension AFTER the files get written to disk, using windows explorer. Height output saves with extension r16, but it's just raw data dump. Rename the file in windows, and change extension to <.raw>.

General Discussion / Re: New tutorials out
« on: November 10, 2017, 12:24:31 AM »
@Vision4Next: You can try these for geoglyph. They are a bit dated though. Something is still better than nothing imo.

Guest Forum / Re: Preview window terrain VERY different from Build help
« on: October 09, 2017, 05:47:13 PM »
Erosion is heavily resolution dependent. That's why it looks different. Geological time enhancement just magnifies this disparity.

I usually check all my erosion nodes at final resolution periodically, to see if it looks the same at final resolution. Snow device is the worst.


There are things you can do in normal build however, that you cannot do in tiled builds. So make sure you learn both anyway.

Alright! I get it now.

There are two types of builds, normal build, and tiled build.

Normal build builds your terrain into a single image file, where tiled build breaks your terrain into a grid of tiles.

The first image you shared is of normal build resolution setting. This is the resolution your world is built at using "build" button. The second one is the tiled build setting. This is the resolution and build settings if you plan to build a tiled world, using "Tiled build" button (with a cross on it, like phillips screw).

Both are separate types of builds, so you can only build one at a time. The other settings do not affect the ones being currently used.

I don't see any other resolution dial in tiled build settings, aside from the main tile resolutions.

I don't see any resolution setting exclusively for render extents either.

Do you mean layout view interactive resolution?

Please post pictures of what's confusing you.

Bug Reports and Help / Re: WM Pro not showing startup Nodes
« on: September 29, 2017, 03:14:35 PM »
World machine opens a file called "startup.tmd" in the main install directory. Check if you have that file, and open it manually. If it opens a blank document, you saved a blank startup file in original's place. Ask for someone to share the original, and replace it.

They are different things entirely. Render extents kinda define the extents of your world. By default, your main extent is your world, and you build it into "tiles", it just gets split into multiple pieces.

So in short,

1.) No, one does not negate the other, and

2.) Like I said, render extents have to do with your current world. So if you created a custom extent to isolate, say, a single mountain from a bigger terrain, say, an island, You will only split that one mountain into 8x8tiles on export. Make sure your whole terrain is your current render extent. If you did not change the extents anyway, just do nothing with regards to that. Just edit your tile settings and build tiled world.

The purpose of render extent is to go deeper and create most complex terrains you can imagine. It's like a "focus tool", so you can look at a biome closer. And it's used by the layout tool as well. If you don't wanna get into those, don't. It has nothing to do with tiling.

Guest Forum / Re: Some questions, just downloaded the device, holy shit
« on: September 26, 2017, 09:41:36 AM »
1. There's a node called "file input". You can import grayscale heightmaps, or rgb maps (by default, brightness value will be used as height). You can also set it to interpret as rgb, in which case color values will be preserved.
2. If you have the heightmap to that existing terrain, yes. World machine is very widely used in the game industry, due to the flexibility it offers when editing existing terrain data. You can also create your own features and add them to the existing heightmap in any way you want.
3. I seem to have already answered that in "2", but lets elaborate a bit. There is a concept called "masking", which is the core modelling tool you will use a lot at advanced stages. You can select an area, isolate it, add to it, add a specific effect only to it, whatever! Each device has a mask input, where you can input a black and white mask. The effect will only be applied to the white areas.
4. If you already know the fundamentals of manipulating digital color data, you are halfway done already. WM is a height map based terrain creation tool, you can use grayscale maps in infinite ways, including using it for terrain elevation.
5. What you are working on is a square, 32 bit raw image data, the moment you create something in wm. You can export this as a mesh, but essentially it's still just an image file, converted to mesh. There are a lot of output formats, I export mostly 16 bit float Tiff heightmaps, and 8 bit tiff colormaps. Use them anywhere, it's just a 2D color or grayscale image.

I hope that answers your questions. I'd recommend digging into the tools first, it's easier to answer questions that are specific and categorical. Also, do join the fb group, linked in your other post. Enjoy!

This forum hasn't been very active this year, although some people like me keep checking in. I don't know about The Hague, but we have a world machine group on facebook that you can join. Maybe you find it easier to navigate.

Hope to see you there soon!  :)

Note: To other people joining the group using this link, do read the group description before joining. This forum is still the only official platform.

Lol! Old post, but just in case someone is still looking for an answer.

Right click on the device, and set "device display hint" to "terrain".

Guest Forum / Re: Sand Dunes
« on: September 14, 2017, 03:15:22 AM »
I would have left the ripples for materials. Very nice work here indeed!

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