Author Topic: Islands?  (Read 8879 times)

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vinny

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Islands?
« on: November 11, 2013, 01:37:00 PM »
I haven't seen any examples of islands included with WM. Are they possible? Any examples of how to create islands with WM? Where i can find more example projects with WM?

Remnant

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Re: Islands?
« Reply #1 on: November 11, 2013, 01:51:44 PM »
Hi there,

Go to File -> Open Examples and browse -- you will find many example files, including many with islands. For example, check out:

RGB Examples\Tropical Islands.tmd  (Procedural islands)
Examples for WM 2.3\Scenes\Island with Mountains and Lowlands (Layout-driven island)
Examples for WM 2.3\Techniques\Combining Terrain Types 1 (more layout islands)


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- Creator of World Machine

vinny

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Re: Islands?
« Reply #2 on: November 11, 2013, 05:05:27 PM »
Is there a way of forcing islands to be generated on the "center" of the terrain? Make them all surrounded by water?

Construc

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Re: Islands?
« Reply #3 on: November 11, 2013, 05:22:59 PM »
Mask your terrains with a layout input, and in the layout node create a circle with breakup enabled (for variation), and adjust your falloff as needed.  You should get a nice terrain with the edges blending out to water, and a landmass in the center.

Alternatively, start off with an advanced perlin node, change the noise to billows, and adjust your terrain height down until only the tips of the billows are above 0.  That should give you several randomly placed 'islands' to start off with.

to alter a terrain after the fact and move it to the center, create a constant node with the height at max, and insert it into a transform node (filters tab) as the strength, and move the terrain with the sliders in the transform node so that your terrain is in the middle.

Finally, have a go with the coastal erosion node, it has some nice results.

Onkelpoe

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Re: Islands?
« Reply #4 on: April 13, 2014, 11:03:05 PM »

I am experiencing kind of trouble with texture-images.

When creating an island with a 100x100km extent, applied photo-textures look good-ok from like 50km away - but when zoom in, things getting ugly very quick.
When creating an island with a 10x10km extent, photo-textures are still good when zoomed closer - but the island itself... seems it can not be shaped very much.
Basically, itīs just "one big rock", instead of a rocky-island, you know?!

Letīs take the "islnad" example, that ships with WM - you can get a nice shaped, interesting island.
But when try to texture it, results are not satisfying. everything getīs just too blurry...
When changeing the extent to 10 times smaller (from 100km to 10km) with keeping a 2K res, the textures looking good - but the island is just one big "blob"

Any ideas, how to overcome this?
Or is it just a "You can have one or the other - but not both" thing?

See, Iīd like to have an interesting shaped Island (letīs say like a dragonīs head) AND have cripsy textures on it at the same time...

So maybe one have to take a side-route here? Like use a splatmap to assign some textures within another app and then put together
a nicediffuse-bitmap in there?!

Kind Regards

Johnny

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Re: Islands?
« Reply #5 on: December 03, 2014, 03:26:56 PM »
I know this thread is pretty old, but I think it's important to post this, because it has to do with an important issue about islands.

World Machine coast erosion, though really useful, it isn't enough for making a realistic island coastline.

What you can do as a start for an island is:
For heightmap:
1)Use a simple eroded advanced perlin. Use a preset erosion like flood of slurry, or something, that doesn't have either low or very high sediment carry amount.
2)Mask it using a gaussian mask or something, within the extents.
3)Use Coast erosion masked on the deposition output of erosion. Also make sure you have reduced its hardness using a low-height constant hooked on the hardness input of coast erosion, because even reducing the beach size to the lowest value, it will still be pretty big compared to real world beaches.

For textures:
1)Basic coverage, but don't consider the sand texture to be the actual beach one.
2)Use equalized beach map output for beach, combined(max) with a height selector which includes all underwater+1 to 2 meters, with offset preferably to something very close to 0. (here experiment a bit, until you get a consistent beach mask) Also the height output has to be masked by deposition output from erosion. The rest underwater part should be mostly rocks.

Though examples are best than words, so I will see if I can make a simple example for you in the near future.

Here is a picture of a part of a Mediterranean terrain I am making in WM, that follows this technique. This is pretty advanced, but it kinda shows what I am talking about. Very simply, the "insides" of the coastline should be beach, whereas the "outsides" capes and rocky surfaces. This doesn't happen always in real world, but it's most common and a good way to make realistic islands in WM.

EDIT:Posted another image that shows the water position
« Last Edit: December 03, 2014, 03:40:02 PM by Johnny »

Kiwi-Hawk

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Re: Islands?
« Reply #6 on: December 05, 2014, 01:26:14 PM »
Kia ora

I hope I'm not raising the dead (opening an old dead post) here or hijacking an others post.

I felt this was as good a place as any and not starting a new thread related to islands as this is
what I to an after.

Sorry if this seems like a double post, I'm new and did not know if as a member now I should bring my
chatter into the forums or continue with it in the guest area

I do a lot of modding for myself in games like Oblivion and Skyrim that use NIF files and
.dds format textures eg:

Texture - ground_cover.dds,
Normal -  ground_cover_n.dds
specular- gorund_cover_s.dds

1/ Can I out put these in dds format or would I need to convert them?
2/ can I use an image as a reference and plot out my world, say an island of a pre-determined  shape?
3/ Can I use masks to lock levels/elevations so as note to change them, eg the flat lands with paths tracks and
    smoothed inhabited areas. thus allowing me to tweak the mountains to make steeper or more eroded/natural looking?
4/ Plot, say a hidden path up through a mountain range that winds through a small pass between ridge's or pecks in a mountain
   range?
5/ Can I pop that small preview window at the top left of the screen out to place on my second monitor for a better view?
6/ Can I export a greyscale heightmap image of my worldspace?

I think at this point (with limited knowledge) my process you be a little like:

Use World Machine to create the the worldspace and get it how I wish it to be,
export a greyscale heightmap image (if this is possible) at 75% or less grey scale  for the game engine to handle
or it spicks and tears, use TESAnnwyn (you may need to Google this open source tool) to create an esp
file with the worldspace in it to start building my world.

https://www.dropbox.com/sh/5us63krw42szbym/AADwSChltO9_0l4S_OcyYOMya?dl=0

Thank you for your time, this is looking easyer to use than my other option and seemingly as a means to
plot paths to use as paths, rivers and other like option such as roads etc

Cheers

**************************************************************************************

Having looked at the software a little I take it I can control layers/elevation levels so that things like lakes waterways
can be shaped and frozen to keep that shape and pathways do not get cleared out totally.

I have an area at say approx 200m with a lake and water ways embedded, I would like these to be close to a fixed
shape, the water ways running to form water falls into the lake in a fixed form but natural looking

this is very ruff screen shot taken from with in the Creation Kit. hand crafted and not so natural

https://www.dropbox.com/s/0urelug22kcmgto/Artaeum.png?dl=0

ozdeadmeat

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Re: Islands?
« Reply #7 on: August 18, 2015, 04:02:13 PM »
@Johnny

Would love to see your TMD

Victorsl

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Re: Islands?
« Reply #8 on: March 05, 2017, 03:31:50 AM »