Recent Posts

Pages: 1 [2] 3 4 ... 10
General Discussion / How to export world machine maps into WorldPainter
« Last post by tymal77 on March 12, 2019, 02:43:09 AM »
step one set your height output to .png step two Click on the mountain icon on the top bar. Look in the "Location" box there should be something saying Width and Height. Next look at the Resolution, The resolution number should be roughly 100 times bigger than the width and the height (in my case the resolution is 4096*4096, and the width and the height is 40km by 40 km) but these numbers are not exact you can further refine these numbers with experimentation.

step three build your world by pressing "Crtl B" (this may take a while depending on you'r resolution)

step four click on your height output, set your file name and then press "Write Output to disk!".

step five boot up worldpainter, than press "Ctrl M". I new window will pop up select the image you made (it will be in Documents / World Machine Documents). When you selected your image press "open" than press ok on the "Import Height Map" window.

step six edit the WorldPainter map.
Guest Forum / Re: Unable to use more than 1 thread
« Last post by Stephen on March 07, 2019, 02:49:24 PM »
Hi there,

Hmm, something is definitely going wrong here, hopefully we can iron it out quickly! A few questions:

1) What build of World Machine are you running? (Listed in Help->About World Machine if you don't remember)
2) In the Preferences->Build Options dialog, are you saying the slider only has a single notch of 1/1? Or that when set to 2, you only have one build thread functioning?
3) With World Machine closed, open the file "%APPDATA%\World Machine Standard\world.ini and find the line System_thread_max=  . Make sure that it is set to 2, and save. Open World Machine, and try building a world. Do you get both threads functioning?

Guest Forum / Unable to use more than 1 thread
« Last post by Michele Bedendo on March 06, 2019, 02:46:41 AM »
Hello there,

I purchased WM and I'm starting working with it. I got an Indie license so I should be able to use up to 2 cores/threads. However, it seems I'm still stuck with only 1 thread. I tried to set in the Preferences, under Build Options the "Maximum Worker Threads" to 2 but I only get 1/1. I have a Ryzen 1700+ 8 cores / 16 threads so I have plenty of cores/threads to use. Any suggestion to what I'm doing wrong?

Thanks in advance  :)

General Discussion / Re: How do I set up Render / Build Farm?
« Last post by Heileif on February 28, 2019, 03:38:36 PM »
You can't distribute the world build from my knowledge, ram and cpu cores is the only way to speed it up.

In the past i have exported tiled builds from WM, when dealing with huge environments, it will take a couple of hours to make a full build most of the time. But if you have the ram for it, a single build is best. You can get some issues with edges of the tiles when doing tiled builds. But you will use more of your machine with tiled builds, the work can be split even between the cpu cores.

Where are you going to use the terrain from World Machine? render it in Maya or Max?
General Discussion / How do I set up Render / Build Farm?
« Last post by russiac on February 26, 2019, 10:22:52 PM »

First of all, I am sorry that I am wrong in English.

Our project needs to express very wide terrain.
It requires a minimum size of 32km x 32km and WM takes a lot of time.

This is the point of the question.
How do you handle WM Build / Render distributed on dozens of PCs?

I have not been able to find any information about the material for several days.

Thank you.
General Discussion / Uniformly scaling macro result?
« Last post by viveleroi on February 25, 2019, 08:41:29 AM »
I've made a volcano using two radial grads, some noise, and erosion.

I've combined it with some existing terrain and everything is "contained" as an island with a layout generator.

I like the volcano, but it's smaller than I expected compared to my island area. I'd like to uniformly scale the volcano up. I can't find any way to do that.
General Discussion / Re: Exporting the exact textures from world machine to UE4
« Last post by Pierrax on February 19, 2019, 04:24:45 PM »

Thank your for your answer.
The tutorial seem good at first but after i did everything as it says 4 times, i have nothing in commun with the autor.
Also what he wrote is complete non sense.

See attached the first picture is everything i did according to this tutorial.

The seccond picture is what the autor say.. He say " here is the result in EU4 " and "Here is the result in world machine " It's totally different.

Plus, at one time in the tutorial everything changes without any hint and he even say : "The reason for this is the material's layer blend. Whichever layer is last will always be on top. So, essentially, your grass is covering both your Cliff and Dirt layers. Reordering them fixes this issue. I thought it was important to highlight this. Please note however, that the order doesn't affect hand painting layers."
I don't even understand the point of publishing a tutorial uncomplete where you have to change the order of everything as it should have been done before without the trouble of RE-DOING this.

Well, i feel like i'm going somewhere but definitely NOT close to where i want to. Why can't we just export colors like in WM easely ?

For the record my export settings are in 2017x2017 as UE4 wants to so it's working great, there is only this colours thing i can't manage to do...!!
General Discussion / Re: Exporting the exact textures from world machine to UE4
« Last post by Stephen on February 19, 2019, 01:52:22 PM »
Hi there,

There are a couple routes here, depending on what you want. But essentially, you need to create a material in UE4 and apply it to your landscape.

1) Export a high res terrain texture from World Machine and apply that material to your terrain.
2) Export weightmaps and use to choose between landscape materials.

Creating a landscape material for UE4 is an entire conversation to itself, mostly unrelated to World Machine. But essentially for #1 you can create a texturemap-based material just like you'd create for any other object. For #2, you'll need to use the landscape material system. Here's a workflow guide for doing so:

General Discussion / Exporting the exact textures from world machine to UE4
« Last post by Pierrax on February 18, 2019, 01:51:39 PM »
I'm having trouble exporting the exact textures from world machine to UE4.
I watched and searched for tutorials that doesn't explain this at all...

I attached 4 files to show you. So as you can see i managed well to import the landscape inside EU4 but of course it's grey.

How can i do to import the colors i made and i see on the overlay ?

Thank you for your help!

Guest Forum / Re: Hieghtmap from OBJ file?
« Last post by damaggio on February 18, 2019, 10:27:57 AM »
Do it in a 3d application , example >Maya black and white ramp shader on the model , render top view and export a 16, 32 bit texture map.
Pages: 1 [2] 3 4 ... 10