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Messages - WFab

Pages: [1] 2 3 ... 19
1
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.

2
Yes.

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

3
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.

4
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.

5
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.

6
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.

7
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!

8
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.

https://www.facebook.com/groups/worldmachine.software

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.

9
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".

10
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!

11
Development News / Re: World machine 3.0 and geoglyph
« on: August 09, 2017, 11:33:19 PM »

I have 3016 Pro now and wonder if Geoglyph 2 was updated to this version as well. I will need a lot of terrains for a personal project in Fall 2017 and wonder about the future of Geoglyph 2, as now Tor starts to come up and I don't want to invest into another dead software.

My primary application is Cinema 4D with Vray and the heightfield worked quite well together with splatter maps for materials and plants and color maps as well. Nevertheless Geoglyph 2 seems to be able to do much more and in a smoother and easier way.

Geoglyph is still under active development, not dead so far. New export formats coming with the next update, including EXR. 3016 is supported too, as far as I know. I don't have the latest build, so I can't check. I'll get back to you on that.

12
Tiled terrains never truly match up with single file terrain heightmap. The reason for this is that erosion does not take into account the height data in adjacent tiles, and blending is done as a post process. The terrain you wanted to be built should have been checked with tiled builds in earlier stages. One thing you can do is build high resolution single tile terrain, then in a new file, import it and cut up into tiles. Max you can go is 16k though, for one file. Or you can adjust your contour map according to the new tiled terrain (if that is even an option).

13
Development News / Re: Dev Silent in Forum and Blog
« on: June 17, 2017, 05:52:34 PM »
@Naima: Yes, it is an independent terrain design tool. Although it would take a few versions before it's as mature as world machine. So I think geoglyph development may continue for a while, as I read somewhere that TOR will have plugin integration with geoglyph. It has some geoglyph features implemented in house for sure, so maybe they will replace geoglyph soon. We are still waiting for more info. You can apply for the public beta starting soon here:

http://quadspinner.com/TOR/

14
Development News / Re: Dev Silent in Forum and Blog
« on: June 16, 2017, 07:01:42 AM »
 
I am getting confused, What is TOR Platform now?

I read its from same authors of quadspinner? I mean whats going on ? World machine , TOR Platform , Geoglyph are they the same development team and are making different competiting softwares?


World machine is developed and maintained by "World Machine Software LLC" (Stephen Schmitt). Geoglyph is a plugin for world machine developed and maintained by "Quadspinner", a separate company. Now "Quadspinner" is working on their own standalone solution for terrain design, known as "TOR platform" at the moment. It's still under heavy development and not much information has been revealed.

15
Development News / Re: World machine 3.0 and geoglyph
« on: May 29, 2017, 05:09:18 AM »
Geoglyph 2 at it's current state is compatible with all versions up till 3011, and version 3015. 3014 doesn't have a PDK I think.

16
Guest Forum / Re: Young Rocky Mountains
« on: May 14, 2017, 09:47:52 PM »
Me likey!

17
Development News / Re: World machine 3.0 and geoglyph
« on: May 10, 2017, 03:22:48 PM »
For now, geoglyph 2 works with wm dev 3011 and earlier. Next update to will add compatibility with latest release of wm.

18
Development News / Re: World machine 3.0 and geoglyph
« on: May 09, 2017, 03:16:40 PM »
World machine development has started again, 2 releases so far. Check out the development blog. http://www.world-machine.com/blog/

19
Bug Reports and Help / Re: UVs for exported mesh
« on: May 06, 2017, 02:06:17 PM »
World machine version?

I export all my terrains as meshes with UV coordinates. Haven't faced a problem yet. I'm on wm pro 3011. I don't have zbrush to test it though. Works in Blender, maya, and vue alright.

20
Yes, support is unresponsive. What is the problem that you reported?

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