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Messages - WFab

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You can import tileable textures directly using the "file input" node, set it to "interpret as RGB". Then you can use choosers in a cascade setup to texture your terrain using slope or erosion masks. I'll link an example, one of mine.

Textured completely inside world machine. Rock textures from asilefx.

Works in Progress / Re: Terrain with Houdini
« on: February 20, 2018, 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.

Works in Progress / Re: Terrain with Houdini
« 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!

Works in Progress / Re: Terrain with Houdini
« on: February 19, 2018, 03:38:54 PM »
Looks awesome! Are you going for cartoonish or realistic look?

May I have a look at that heightmap?

Geoglyph doesn't support 3016. 3017 and 3018 are supported currently, 3019 support coming soon.

General Discussion / Re: New tutorials out
« on: February 12, 2018, 10:31:35 AM »
Lol! No worries, most of us have your website bookmarked anyway! :)

The one that worked best for me was wm3011. However, geoglyph 2 works with 3018 flawlessly too, just a slower to respond on my PC. For serious production, I don't use geoglyph yet, just have more control with wm vanilla. I do use it heavily for my personal projects.

Bug Reports and Help / Re: Pan in layout view only for a given device
« on: February 03, 2018, 10:02:23 AM »
Works for noises native to wm at least. Geoglyph is an external app, only Dax can answer the specifics there.

Bug Reports and Help / Re: Pan in layout view only for a given device
« on: February 02, 2018, 12:40:30 PM »
Here's the screenshot of the setting

Bug Reports and Help / Re: Pan in layout view only for a given device
« on: February 02, 2018, 12:29:09 PM »
Okay, so I get it now. The extents work on the "world" as a whole, not individual noises. You have to remember that the world is being built at once, so when you move the extents, you are just moving the camera to a new area, not the noise.

That being said, you can move the "device origin" inside the device settings. You can also set it interactively in layout view using "set" button near the origin values. This would move just the noise, not the extents.

Bug Reports and Help / Re: Pan in layout view only for a given device
« on: February 01, 2018, 10:09:38 AM »
"A picture speaks a thousand words". Some screenshots will help us understand the problem.  :wink:

Macros and Plugins / Re: Colortable icons and names
« on: January 12, 2018, 05:25:50 PM »
Currently, it only works with geocolor device. Which in turn is not working with wm 3018 at this point.

General Discussion / Re: New tutorials out
« on: January 12, 2018, 05:23:09 PM »
New tutorials unlocked, free to watch at and youtube channel

That geekatplay link is incorrect. The spelling needs correction.

Bug Reports and Help / Re: Having some trouble with File Input resolution
« on: January 08, 2018, 04:37:37 PM »
1. I'd like to see the settings you have in the file input device, world parameters settings.
2. Open the file in an image viewer, and see if it looks pixelated in full resolution. If you can, please show it here too.
3. Just in case, build it again at different resolution and see if that works.

You need world machine pro for higher resolutions. World machine basic is limited to 512 resolution, not much you can do with it at that scale.

Secondly, yes it's a tough job to create a believable terrain. A lot of the extra work for realism (trees, assets, shaders) is done in your target engine, unity or unreal. World machine is a terrain modelling tool, the landscape and level is up to the target engine where the terrain data can be imported and manipulated.

Feature Requests / Re: Smaller BreakUp shape
« on: December 07, 2017, 11:09:50 PM »
Layout generator is for shaping your terrain's form, not for creating finer features.

Plug the layout generator into an advanced perlin generator, either shape guide input, or mask input. Then add detail via the AP.

Bug Reports and Help / Re: Disabling devices for building
« on: November 30, 2017, 09:34:44 AM »
Just ctrl+select, or simply box select the devices you want to disable, then right click and disable. Or try the shortcut with the devices selected, I don't use that shortcut, so I don't know about it.

General Discussion / Re: Geoglyph 2 issues
« on: November 25, 2017, 08:08:39 PM »
Next geoglyph update is in the works, though I'm not sure when it will be released.

You use left click and drag to move in explorer view. You can also use one of the traveling modes (fly, walk, drive, hover). Right click switches views, though I'm not sure how to use it. It's either really a bug, or just a very counter intuitive feature.

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