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Messages - WFab

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1
General Discussion / Re: World Machine 2.3.7: Normal Map Maker
« on: July 05, 2018, 11:33:12 AM »
You should check the device reference for the older devices like this. Not much has changed with it over the years.

2
Guest Forum / Re: Simplex noise and custom nodes
« on: June 28, 2018, 05:35:36 AM »
Also, do check out the development blog for latest updates. http://www.world-machine.com/blog/

3
Guest Forum / Re: Simplex noise and custom nodes
« on: June 28, 2018, 05:34:08 AM »
1. No simplex noise. But you can use displacement node to introduce some distortion. You can also input custom noise into the displacement node.
2. Don't know.
3. Yes, there's a plugin development kit. It's a bit dated, and developed as kind of a "side note". But quiet functional. It's updated with most wm versions. Check out the "plugin development" forum on the main page.

Side note, a lot of things that seem like artifacts in the free version, are gone when built at higher resolutions in the pro version. You can request a limited trial version of the pro before buying. Try that one first.

4
Erosion simulation is very much resolution dependent. When you switch to smaller extents, build resolution remains the same, while size decreases. So there are essentially more channels than the bigger one, relative to the sizes.

Easier would be to cut up the mesh itself. Or create individual features first, then the base, and then mix it up in the frame.

5
Try creating a rough terrain shape first, then blur the whole terrain to look like snow, masking out the rocky bits. I've tried this a few times, end up doing something in the texture most of the time. World machine filters aren't too accurate at that small scale.

6
Plug a "Radial gradient" generator into mask input of "file input", the one that you use to import the original terrain. Use radial gradient to adjust the influence or shape of zero edge.

7
That's natural. The simulation nodes like erosion, thermal erosion, snow simulate nature's forces on your terrain. Takes a lot of time, computing power, and memory to accomplish.

8
You can also use "channel splitter" device to split the channels into 3 separate masks. Easier to work once you's got things in black and white.

9
Works in Progress / Re: Volcanic Island Terrain
« on: April 14, 2018, 02:55:40 PM »
Looks beautiful! Great job there!

A simple tip about the complex graph, when your terrain is finished, do the coloring inside a macro. It would take slightly more time to set up and switch back and forth, but will be cleaner, more coherent, and reusable once finished. Even if you don't publish many parameters, it's still a ready to use "volcanic island coloring box", just plug in the masks!

Again, brilliant job here!

10
Geology and Terrain / Re: Import base land and 'add' a hole
« on: April 05, 2018, 05:32:22 AM »
All of it can be done. There are multiple ways to do it all.

1. Import png using file input, set "Resampling method" to fractal. Adjust roughness. Or do it the old way, import png, use blur filter to get smooth shape, combine with some noise, and erode. First way gives you more accurate results. Use erosion after to get realistic results and masks.
2. Answered in "1"
3. Yes, you can do it. Again, many ways to do it. All of them a bit hard to explain in text. Look up some "combining terrains" tutorials on geekatplay site: http://www.geekatplay.com/world-machine-tutorials.php

Good luck!

11
Guest Forum / Re: Huge world tiles
« on: March 27, 2018, 08:53:35 PM »
The reason you don't see many videos explaining the creation of such large terrains, is because it's extremely resource intensive to create said terrain. There are a lot of optimization tactics that go into creating a decent open world game. That being said, the outerra engine anteworld demo is probably created with the help of world machine.

1. Yes it can be done
2. Yes there are indeed ways to load the tiles in an intelligent manner, such that they can be rendered at decent frame rates. How can it be done? Start researching online, it's a long and complicated process.
3. To create a believable terrain at that scale, you need to work at a very high level on all levels of the pipeline. You need to master world machine, as well as said engine's level design features. Look at stuff on Epic's "Kite world demo", look at how it was created and what challenges they faced.

This is a big challenge, even for a mid range studio. Good luck with your project!

12
You can import tileable textures directly using the "file input" node, set it to "interpret as RGB". Then you can use choosers in a cascade setup to texture your terrain using slope or erosion masks. I'll link an example, one of mine.

https://www.facebook.com/followpratyaksh/posts/1974009322816446

Textured completely inside world machine. Rock textures from asilefx.

13
Works in Progress / Re: Terrain with Houdini
« on: February 20, 2018, 08:42:47 AM »
Geoglyph is good, but not a magic solution. Most coloring macros just shade with solid colors. What you need is texturing either with shaders in houdini, or file textures in world machine. You can import rgb textures using "file input" device set to "interpret as RGB". I'll link an example of file based texturing right here in worldmachine.

https://www.facebook.com/followpratyaksh/posts/1974009322816446


14
Works in Progress / Re: Terrain with Houdini
« on: February 19, 2018, 04:06:08 PM »
Then I'd say

1. Reduce size of trees to 3/4 the current size
2. Yes, add 1.5 times the current amount of trees
3. Use some better texturing on the slopes, looks like paper for now. For illustrative use this would have been good though.
4. I like the bridge idea, but doubtful if the shapes in your terrain will allow it.

For photorealism, terrain itself may need some more work. Also, what do you use to populate trees? Avoid populating on visible slopes. That's all I can think of at this point. I like your scene assembly though. A bit more fine tuning, and it will shine!

15
Works in Progress / Re: Terrain with Houdini
« on: February 19, 2018, 03:38:54 PM »
Looks awesome! Are you going for cartoonish or realistic look?

16
May I have a look at that heightmap?

17
Geoglyph doesn't support 3016. 3017 and 3018 are supported currently, 3019 support coming soon.

18
General Discussion / Re: New tutorials out
« on: February 12, 2018, 10:31:35 AM »
Lol! No worries, most of us have your website bookmarked anyway! :)

19
The one that worked best for me was wm3011. However, geoglyph 2 works with 3018 flawlessly too, just a slower to respond on my PC. For serious production, I don't use geoglyph yet, just have more control with wm vanilla. I do use it heavily for my personal projects.

20
Bug Reports and Help / Re: Pan in layout view only for a given device
« on: February 03, 2018, 10:02:23 AM »
Works for noises native to wm at least. Geoglyph is an external app, only Dax can answer the specifics there.

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