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Messages - Construc

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Bug Reports and Help / Re: Having some trouble with File Input resolution
« on: January 09, 2018, 01:52:00 PM »
Never mind, it was a problem with the source file...
Everything is fine :)

Bug Reports and Help / Having some trouble with File Input resolution
« on: January 08, 2018, 02:58:31 PM »
I have a 4k texture I've exported from a game engine, and I've placed it in as a 'File Input' node in to World Machine.
The trouble I'm having is the resolution of the image when I build World Machine at 4k resolution seems to be scaled by the relative detail of the pixels.
Please look at this image here:

The detailed area to the bottom right is at a higher resolution somehow than the rest of the image, despite it being part of the same image.
It's been a few years since I last touched File Inputs with World Machine and I'm not sure what's wrong.  How can I get the entire image to come out at full resolution?


Landscapes made with World Machine, skybox from Terragen, screenshot from Unreal Engine 4, maybe 3 hours work. for more

General Discussion / Re: Request: (Fake) Ambient Occlusion device
« on: October 11, 2015, 05:34:16 PM »
Normal map function is based off the landscape heightmap, and is the same foundation behind AO maps..  In theory it is possible.

Geology and Terrain / Re: Asymmetrical mountains
« on: December 08, 2014, 06:16:59 PM »
Also if you're interested in doing this for the 2.3 WM, my sloped terra macro might be what you're after..

General Discussion / Re: Procedurally generated Mountains
« on: December 08, 2014, 06:13:43 PM »
So... Basically what you want is an advanced perlin set to ridged, followed by an erosion node..?

Guest Forum / Re: Can I do this with World Machine
« on: December 08, 2014, 05:38:49 PM »
1- you can export as a Tiff which converts to dds well but yes you will need to convert it yourself
2- yes, its super easy to do, there's a few examples that show you how.
3- yes, thats super easy to do too.
4- yes, use the layout generator
5- yes, with the pro version you can have another window on another monitor (or side-by-side)
6- thats... basically wold machine's primary function. so yes.

As for your unnatural looking world, using just the erosion node you could make it look pretty good.
Use the file input node to bring your image in, load it through a layout generator and start placing in your rivers and paths, then use erosion to make it look all pretty :)

Geology and Terrain / Re-creating Middle Earth
« on: November 20, 2013, 07:08:42 PM »
Seeing as The Deselation os Smaug has released this: , i thought it would be cool to try and re-create it, as i understand it a member here is doing just that.  but what i wanted to focus on was the mountains, and how to re-create the segmented ridges?

purely on the level of techniques, what would be the best aproach for something like that?  is it in the terraceing before erosion, or geological time enhancement?

Would i start with a large perlin ridges, link it in to a high flow, low intensity erosion, and use the flow output from that to mask a second erosion with high sediment carry to get the rivers?

i like to think im pretty proficient with WM, but a few pointers in terms of techniques and effects would help a lot :D

I can confirm that Photoshop CS6 has the same issue with PGM files.

Its not a big deal for me as i usually go straight from WM to CRYENGINE, but hey.

Feature Requests / Re: Convexity sample distance
« on: November 17, 2013, 10:58:16 AM »
As a workaround, you could always add a blur filter to it, it would have almost the same effect.

Geology and Terrain / Re: Islands?
« on: November 11, 2013, 05:22:59 PM »
Mask your terrains with a layout input, and in the layout node create a circle with breakup enabled (for variation), and adjust your falloff as needed.  You should get a nice terrain with the edges blending out to water, and a landmass in the center.

Alternatively, start off with an advanced perlin node, change the noise to billows, and adjust your terrain height down until only the tips of the billows are above 0.  That should give you several randomly placed 'islands' to start off with.

to alter a terrain after the fact and move it to the center, create a constant node with the height at max, and insert it into a transform node (filters tab) as the strength, and move the terrain with the sliders in the transform node so that your terrain is in the middle.

Finally, have a go with the coastal erosion node, it has some nice results.

Announcements and News / Re: World Machine Tutorial Videos
« on: November 11, 2013, 05:10:12 PM »
Coming soon, World Machine and Terragen 3. Any one here using Terragen ?

I do! made a few images with it on my deviantART:
havent really gotten around to figuring out how to use masks rendered out of WM as surface layers in terragen yet, they always seem to break on me..

I don't. What can Terragen do that WorldMachine can't?

Purely in terms of terrain creation, WM has much prettier outcomes IMHO, what with the erosion node and all, but Terragen can, if you go out to such a scale, render out the planet's curvature into the terrain, (which if you do enough research into map projections turns out to be quite important, along with protusions and holes in the terrain (because of WMs heightmap limitations.
It really depends on what you need to do as to which would be the better option, but for me using a rendered heightmap from WM as a foreground and Terragen power fractals as the BG terrain seems to get the best of both worlds.

EDIT: if i may, a comprehensive World Machine <-> Terragen tutorial series would be fantastic :D

General Discussion / Re: World Machine being used in Battlefield 4?
« on: November 08, 2013, 02:36:49 AM »

^Article about the armoured kill DLC for battlefield 3, they mention specifically modeling the terrin in-engine, then exporting out to WM for erosion, then back to frostbite to add gameplay elements, using masks exported from WM for adding textures and models.
I would assume as WFab has mentioned that BF4 would follow the same trend.
I gotta get me my hands on BF4, the scenery alone looks gorgeous.

Bug Reports and Help / Re: SelectSlope
« on: February 03, 2013, 04:05:30 PM »
get the firrst select slope.  create a new one, with the smaller slopes.  use a combiner node set to subtract, and subtract the smaller one from the larger one to get the inbetween.

also your english is kinda balls, not sure if first language or not, so could you please post a picture of your node graph?

General Discussion / Re: beach slopes HEEELLLLLPPPPP!!!!!
« on: January 31, 2013, 12:59:44 PM »
Also using a select height node to mask a clamp can get your terrain and flatten it out quite well without adding too much to your render time or changing your height map too much.

'Tiled Build'  should do this nicely.  just uncheck 'merge tiles'  in the options menu.

Also, try opening the heightmap in photoshop and croping the picture into your allocated grids (bearing in mind that you will of course have to have photoshop, and your heightmap will need to be something photoshop can open).

or, if you dont have that many perlin generators, you could convert your whole node list into a macro, and add all the perlin world location data node modifiers to the macro, and build your heightmaps one my one, manually adjusting the world location every time.

what game engine are you using?  how does breaking up the heightmaps make it any faster?  cryengine doesnt care either way, but hey.

Bug Reports and Help / Re: Monuments
« on: January 31, 2013, 12:37:58 AM »
  The important thing to note here is in the clamp node:  to extend the height of the masked area, you must DECREASE the rightmost slider, and select the EXPAND clamp style.

  This works by extending the height of the heightmap input, but only where the select height node says to.  By bringing up the height selector to the desired level you want the monument to start, the clamp is then masked to only affect this area.

  Enjoy :)

  Gorgeous idea BTW, loving the style, but never had a name for it!

Geology and Terrain / Re: way to randomize smooth shape edges
« on: July 26, 2012, 11:49:40 PM »
at the end of the nodes where the final heightmap is, add a combiner that adds a perlin noise on a very small scale. make sure that the perlin noise is set to the far left so you get very small randomised edges.

Bug Reports and Help / Re: Lava erosion
« on: July 20, 2012, 02:11:49 AM »

youre having the same issues as i am.  so its not just me.
try updating to terragen 2.3 BETA, that fixes it.

also, have a look at how the macro works, and see the way ive set things up, and try to re-create it yourself.  its the best way to learn, and will help a lot in days to come.

Bug Reports and Help / Re: Lava erosion
« on: July 17, 2012, 09:54:40 PM »
Just fiddle around with things until something nice comes up.
like this macro.
i found the snow creator, and edited it to be more lumpy and to make it 'flow', then coloured it.

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