Recent Posts

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Works in Progress / Re: Terrain with Houdini
« Last post by WFab on Today at 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

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Works in Progress / Re: Terrain with Houdini
« Last post by GUSVFX on Today at 07:02:24 AM »
That's great feedback!

Would you recommend purchasing GeoGlyph to help with the textures?

Is there a work around in World Machine that will help me improve the ground texture?

Thanks again!
Gus
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Bug Reports and Help / Layout generator and drawing with lines - SLOW
« Last post by caldreemn on February 19, 2018, 08:18:29 PM »
Hi,

I know this issue has been brought up before on the forums, but drawing lines with the layout generator renders use of WM completely unusable. When trying to draw the line(s), or manipulate the line(s), the system slows to a crawl.

My computer is running the latest build of Windows 10, Intel 5960 (8 core), 64GB of RAM and (4) Titan X Pascals.

Can you please update us with some information on whether, or not this can, or will be addressed?

Thanks.
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Works in Progress / Re: Terrain with Houdini
« Last post by WFab 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!
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Works in Progress / Re: Terrain with Houdini
« Last post by GUSVFX on February 19, 2018, 03:53:18 PM »
My goal is to get as photoreal as possible.  I know adding more trees and vegetation will help, but I think I need to add a man-made landmark to really sell it, that's why I was thinking of a power line tower, but they are not very nice looking, my other option is to add a bridge...
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Works in Progress / Re: Terrain with Houdini
« Last post by WFab on February 19, 2018, 03:38:54 PM »
Looks awesome! Are you going for cartoonish or realistic look?
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Works in Progress / Terrain with Houdini
« Last post by GUSVFX on February 19, 2018, 03:34:05 PM »
Hi Guys,

This is my second post, I wanted to share some wip with my WM > Houdini pipeline.  It took me me about 3 days to put it all together. Next I want to add more details and elements - maybe a power line tower crossing the terrain... I'm open to suggestions.

Feebback is much appreciated.

Thanks!
Gus

www.gusvfx.com
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Hello WorldMachine team,

First of all congratulations on a great release with 3019 Mailbox Peak. All the new stuff is very welcome and the responsiveness in the interface and when tweaking nodes is wonderful. Also, now I can finally actually use my Wacom pen with WM :)

I have a few suggestions that would make my life easier and I guess therefore I am not the only one:

1. I usually output geometry, heightmap, and each of the various outputs from Erosion in each their bitmap, plus one or more mixed ones. It would be very helpful if it woud be possible to use template naming, so I don't have to enter and change each output node manually one by one. This is known form 3D DCC's and works like having ie. <Scene> as part of the filename, so when I change my scene name to from Mountain_A_01 to Mountain_B_01, this automatically would be part of the output name of each output geo or bitmap, so I would avoid overwriting the previous set.

2. It would be wonderful to be able to warp terraces and heighmap coloring so it is not perfectly aligned in height, ie. display real life geological plate warping in height, making it easier to create realistic geometry and textures. I have noticed it is possible to warp terraces so they become uneven, but it would be very nice to be able to apply the same warp to the colorizer ramp when mapped to a heightmap.

3. Vector displacement filters for creating overhangs.

4. Nr. 3 could open up for hydrodynamic erosion filters + others and make more advanced rockface and monolithic rock generation possible.

Thank you again for a great new release - I hope you can see the potential benefits of my suggestions and I hope to see them in upcoming versions of WM :)

Best Regards
Morten Bartholdy
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Development News / Re: When will WM 3 get released finally?
« Last post by jaf on February 18, 2018, 08:21:57 AM »
Anyone know if v3019 (released in January -- "mailbox peek") is the end of the line or will development continue?
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Thanks for the information. I'll wait for the 3019 support then. Just don't want to change the installation constantly and at the moment I'm occupied with other things anyway.
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