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Messages - Remnant

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Guest Forum / Re: level river bed
« on: January 15, 2016, 05:09:50 PM »
What method are you using to carve out the river?

General Discussion / Re: How can I 'tile' a radial grad?
« on: January 15, 2016, 05:09:08 PM »

If you're using the development version, this can be done easily by using a radial gradient generator in localspace, and an instance placer.

Create a radial gradient device, right click, and select "Quick-set spatial type" to Localspace.
Create an instance placer device, and connect the radial gradient to the input. The radial gradient is now tiled across all of worldspace; you can adjust the sizing, etc within the placer device.

General Discussion / Re: Apply different filters to different tiles?
« on: November 09, 2015, 04:25:56 PM »
What WFab said;

Generally speaking, you really wouldn't want filters applied on a per-tile basis in almost any reasonable situation, as there would be no transitional areas or cohesion to the terrain; everything would change abruptly at tile edges.

I think what you most likely want to do is use a Layout Generator or selectors (Height based, etc) to direct where to apply certain effects. You can turn on an overlay in the Layout View to show you where the tile boundaries lie; you can use this information to help plan where to draw your shapes.

Let me know if you need me to go into greater detail on this method, or if you're trying to do something else completely from what I"m talking about above..

Bug Reports and Help / Re: Where do I start?
« on: October 18, 2015, 11:10:09 PM »
The terrain color is currently based only on the terrain itself. To add a color for the road, add a Color Generator and a Chooser device.

Wire the current texture output of the Basic Coverage macro into the first input of the chooser, the color generator into the second, and the mask output of your road layout into the third.

Finally, wire the output of your chooser into the second input of the overlay view, in place of the Basic Coverage device. The areas covered by road will now contain the color you've specified for the road in the color generator device.

Bug Reports and Help / Re: Weird Dispaly Issue
« on: October 18, 2015, 11:07:18 PM »
Double check that you're using height + shading by clicking "H+S" in the leftside toolbar. That's what the display would look like without lighting...

Bug Reports and Help / Re: Where do I start?
« on: October 16, 2015, 02:19:45 PM »
Hi there,

The easiest way to insert your roads is to place the Road layout generator directly after the Erosion->Curves sequence -- this will ensure that your roads are placed after the terrain itself has been formed.

The pro version can multi-thread more completely to use the 4 cores of your machine.

The exact amount of speedup will be heavily dependent on the world you're building, as not everything can be parallelized, but from 2->4 cores you can expect anywhere between 60-100% faster builds.

Development News / Re: Please create a native MAC version
« on: October 15, 2015, 04:52:54 PM »
There are some quirks while using Parallels which means that I cannot recommend it as a supported configuration for anyone. Speaking unofficially, I often use World Machine successfully in that configuration myself, but it is notably slower than running under Windows directly, and a few things work quite badly, including lighting in the 3D views and some problems viewing the results of large resolution terrains.

General Discussion / Re: Outputs at different resolutions
« on: October 15, 2015, 04:50:49 PM »
This feature has been available on the development channel for about the past 9 months or so.

The edges will still match, in that you won't have a gap between tiles; however the erosion will just look plain different, as it's using only a subset of the total terrain information to perform its work.

Regarding upgrading: yes, an upgrade to Professional automatically provides you with another free year of updates.

General Discussion / Re: Tiled builds: File input (bitmap)
« on: October 15, 2015, 04:28:43 PM »
Load your 8K single texture using a File Input device.

To make it tile like the rest of your terrain, simply create a File Output device, set it up with the filename, etc, and make sure that "participate in tiled builds" is checked.

When you perform your tiled build, it will be exported along with your terrain, etc.

Bug Reports and Help / Re: Save Bitmap
« on: September 26, 2015, 01:46:21 AM »
I've replicated this -- a fix will be in the next version

Guest Forum / Re: annoying ghost-wires
« on: September 25, 2015, 03:50:41 PM »
Hi there,

This is not normal -- it is the result of certain video card driver versions that changed the way they handled certain functionality. A work-around was put into place, and all currently available versions of WM should not have this -- if you're seeing this behavior in any of the most recent versions (2.3.7), definitely let me know!

1) You can export tiled heightfields, bitmaps (splat/normal/texture/etc), and meshes.
2) The exported maps can optionally have matching edges or not -- typically but not always, each tile will have duplicate edges, and WM will work either way.
3) Yes, with some caveats; erosion and some other devices do not always perform the same in a tiled build as they do in a normal one. This can be mitigated by turning up the "blending factor", but cannot be removed completely.

I can offer a 30 day fully functional trial of the Professional Edition that you can use to see if it works for your needs. Open a support ticket at the helpdesk ( with your name and email address to get started on that route.

General Discussion / Re: How to merge splatmaps?
« on: September 25, 2015, 03:42:19 PM »
Hi there,

I'm not 100% certain I understand what you're looking for, but a Combiner set to "Max" will take the highest R,G,B values at each location, which will effectively merge your two splatmaps together. Is this what you're looking for?


Bug Reports and Help / Re: Multimonitor - second window jumps
« on: September 25, 2015, 03:39:41 PM »
In the Preferences dialog, "Build Options" tab, make sure "On World Build:" is set to Nothing.

Bug Reports and Help / Re: Save Bitmap
« on: September 25, 2015, 03:38:58 PM »
Good question -- that certainly doesn't seem right. What version of WM is this? Are there any easy steps to replicate?

Bug Reports and Help / Re: Editing r16 into Photoshop
« on: September 25, 2015, 03:37:26 PM »
You can open .r16 files without renaming by using the "Open as" functionality in photoshop, and selecting "Photoshop Raw".

In the import dialog, select 1 channel, 16bit, PC ordering, with 0 bytes header. You might need to specify dimensions if they're not square.

Development News / 3.build3011 Available : Changelist
« on: September 16, 2015, 01:17:23 PM »
Update includes the follow new features and fixes:

* Expander device has new methods, distance now specified in meters.
* UDIM support for tiled import/export in the PRO edition
* More devices now have multiprocessing support, including Basic Perlin, Gradient generator
* All generators gain a distortion/placement input with support for better distortion, non-uniform scaling, and rotation. The current UI for this is external to the device; this may be modified with time.
* Some crash bug fixes, thank you for your crash reports!

Bug Reports and Help / Re: Heightmap Precision
« on: September 14, 2015, 04:02:55 PM »
It definitely looks like a precision-terracing issue. I'm not the best person to answer questions on the UE4 side of things. Usually 16bit precision is more than enough.

To double check, load your exported file back into WM with a file input and make sure you're not seeing any terracing inside WM in the re-imported heightfield. If you do not, then the problem is purely on the UE4 import side of things, which hopefully someone else can chime in here!

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