Recent Posts

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Guest Forum / WM indie, resolution limited by memory
« Last post by matteo on July 17, 2018, 03:24:59 AM »
i wanted to know what does it mean "resolution limited by memory" in the indie version of WM

What kind of memory are we talking about? graphic card memory? ram memory? hd memory?

if i buy WM indie will i be able to create 8k / 16k maps?


General Discussion / Set Elevation at Edge
« Last post by RvBGames on July 16, 2018, 02:42:03 PM »
Is there a way to make sure that the elevation at the edge of the world is 0?

I've tried to use a Line in Layout View around the perimeter with a altitude of 0 m but that didn't work. How would I go about doing this?

Thank you in advance for your help.

I found a way to do this by selecting:
1. Advance Perlin device
2. Layout View
3. Overview
4. Attach new Layout as Height Adjustment

During step four two options may be available (Layout as Height Adjustment, or Layout as Mask Input) depending on the device selected.

Afterwards, I was able to add polygons around the perimeter of the world with the desired height value (0 for my needs).

Feature Requests / Allow Camera movement in 3D View while node dialogs are up
« Last post by mattnava on July 15, 2018, 11:41:02 PM »
I work with a secondary window in the 3D view to see the terrain as I work. I often will edit a node's parameters, and will look at the terrain as I adjust the sliders to see its effect. I often want to see how the change will effect the the terrain from different perspectives. However, when a node's dialog is up, the 3D viewport locks and the camera cannot be orbited or moved at all. This means I find myself constantly ping ponging between adjusting parameters and then closing the dialog to change the view. The camera locking seems arbitrary and slows down the workflow. It would be great to allow camera navigation in the 3D viewport even when dialogs are up! I think its one of those small things that would really improve the editing experience. Thanks for considering this.

Matt Nava
Feature Requests / Re: Use curved device connectors, not angled
« Last post by mattnava on July 15, 2018, 11:34:21 PM »
 :D Great! Thank you so much!
Geology and Terrain / Re: How to make natural looking snow rocky mountains?
« Last post by WM_Moderator on July 13, 2018, 12:34:06 PM »
Thanks, WFab! Also, Napulion, you might want to try making the scene with the new snow device that was just released in the Mt. Daniel build, that just came out this week on the dev channel. The snow device has seen a major overhaul and creates much more accurate and realistic snow-coverage now. Hope that helps!
Feature Requests / Re: Tiled Build, merge and UDIMs
« Last post by WM_Moderator on July 12, 2018, 07:57:28 PM »
Thanks for the feature request! We'll add it to the list and take a look at feasibility / timing. Thanks again!
Feature Requests / Re: Use curved device connectors, not angled
« Last post by WM_Moderator on July 12, 2018, 07:49:15 PM »
Thanks for the bump, @mattnava! We'll add it to the list of feature requests and take a look.
Announcements and News / Re: World Machine 2.3 Now Available
« Last post by WM_Moderator on July 12, 2018, 07:47:49 PM »
You can get World Machine by going to Thanks!
Hey there World Machine Community!

New release, named after a snowy peak here in Washington, Mt. Daniel, is out on the dev channel! Learn all about it in the latest blog post here: Major updates include a completely new version of the snow device, including new example worlds and macros, and build improvements (especially with ultra-high resolutions), including improved reporting, fully cancellable builds, and better error handling. The full list of changes is in the Update Center ( Attaching a photo of the route up Mt. Daniel - and the snow stays on this mountain all year round in varying degrees of melt/accumulation. Happy World Machining!
Plugin Development Forum / Re: How can I make my own plugins available?
« Last post by ZeroJosh on July 09, 2018, 12:54:55 AM »
I have solved the issue.  'WM_PLUGIN_HEADER_VERSION' should be set correctly.
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