Recent Posts

Pages: [1] 2 3 ... 10
1
Bug Reports and Help / Re: Crater Curves flattening out the terrain completely
« Last post by sfriedberg on March 22, 2017, 07:31:20 PM »
Are you viewing the output of the curves node, or the output of the overall flow?  Select the final erosion node and look at it in the 3D preview.
2
Bug Reports and Help / Re: Striped 2d view
« Last post by TorQueMoD on March 22, 2017, 03:27:37 PM »
Post a screen shot of your Devices view so we can see what your setup looks like. It's hard to help with such little info to go on.
3
Bug Reports and Help / Re: Render 2D map to 3D
« Last post by TorQueMoD on March 22, 2017, 03:24:22 PM »
You need grayscale values to smooth out the edges. White means Maximum height and Black means max depth so if the image you're working with has sharp lines at the edges, you'll get a 90 degree slope. Either tweak the input image by adding a guassian blur in photoshop or a similar package or add a blur after the file input in WM to do the same thing. The amount of blur will determine how much smoothing you get on the slopes but keep in mind this will change the final shape of your terrain a bit as well.
4
I'm curious why you're working at such a large scale? It's likely causing the problems. Try working at a smaller scale and then just scaling it up after the fact. For example, in a video game, a resolution of 8K will give you a world that is hundreds of KM in size. I'd suggest divide your scale by 10 and then scale it up in your 3D package after.
5
Bug Reports and Help / Crater Curves flattening out the terrain completely
« Last post by TorQueMoD on March 22, 2017, 03:15:45 PM »
I found this tutorial on how to create an impact crater... http://www.world-machine.com/tutorials/craters/craters.html
And I downloaded the sample project. The weird thing is that the Curves is causing the entire terrain to become 2D. It's eliminating the height entirely and I'm not sure how to fix it. I'm using WM Professional.



I didn't change anything, I simply opened the file and it doesn't work. Any idea how to fix this?
6
Development News / Re: Dev Silent in Forum and Blog
« Last post by Vision4Next on March 21, 2017, 06:37:00 AM »
Almost a month since he logged in for the last time. Seems to be gone silent again...
7
General Discussion / Re: WM used in Ghost Recon Wildlands
« Last post by sundevildave on March 20, 2017, 09:37:03 PM »
great, thanks a lot for sharing !

Man, I really wish, we had such Tools at our hands or in an engine like unity or UE... but I guess this kind of tools
set small indie studio and AAA 100 man+ productions apart

Actually, at the PEAK of production, there were about 35 people (half in Paris, half in Budapest). For pre-production it was about 5 people (4 technical artists, and 1 programmer)

35 vs 1 or 2 people feels like 1 vs 100 , does not matter, hehehehe

what I was trying to say: they got people for programming own, custom shaders and tools and for brainstorming, skilled workers for every aspect or
software, they use. In smaller studios, you will not have that. Maybe 1 guy good in sculpting and maybe animating stuff, but no shader-programmer or something like this, you know? You can not cover every aspect at the same depth, that large studios can

yeah, generalists don't have the time to get real deep without sacrificing another area. That's when you need the software to have the tools YOU don't have time to invent yourself, OR they come out of the community.

I wonder if there is a procedural way for road networks to be produced in WM maps.
8
General Discussion / Re: WM used in Ghost Recon Wildlands
« Last post by sundevildave on March 20, 2017, 09:29:47 PM »
I am a bit puzzled by what they mean if they say they used a "custom worldmachine build" and computation took 12 hours "spread across 16 workstations" to render that 32k heightmap.
Do they speak of actual distributed rendering, or a rendering that is distributed via render manager or a script?

WM has commandline access. A render manager like Qube should be able to distribute a tiled job over a small farm. I haven't done it, but the idea intrigues me.
9
General Discussion / Re: WM used in Ghost Recon Wildlands
« Last post by bibi5000 on March 17, 2017, 04:55:01 AM »
I am a bit puzzled by what they mean if they say they used a "custom worldmachine build" and computation took 12 hours "spread across 16 workstations" to render that 32k heightmap.
Do they speak of actual distributed rendering, or a rendering that is distributed via render manager or a script?
10
General Discussion / Re: WM used in Ghost Recon Wildlands
« Last post by Onkelpoe on March 15, 2017, 12:41:06 AM »
great, thanks a lot for sharing !

Man, I really wish, we had such Tools at our hands or in an engine like unity or UE... but I guess this kind of tools
set small indie studio and AAA 100 man+ productions apart

Actually, at the PEAK of production, there were about 35 people (half in Paris, half in Budapest). For pre-production it was about 5 people (4 technical artists, and 1 programmer)

35 vs 1 or 2 people feels like 1 vs 100 , does not matter, hehehehe

what I was trying to say: they got people for programming own, custom shaders and tools and for brainstorming, skilled workers for every aspect or
software, they use. In smaller studios, you will not have that. Maybe 1 guy good in sculpting and maybe animating stuff, but no shader-programmer or something like this, you know? You can not cover every aspect at the same depth, that large studios can
Pages: [1] 2 3 ... 10