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October 14, 2019, 08:54:40 am

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Topic summary

Posted by duke
 - June 02, 2009, 07:33:39 pm
Quote from: Nav on April 29, 2009, 05:12:43 am
actually I wonder when we will have the ability to generate erosion on more than a height basis..most of the things with the erosion i have problems with is the steep angles where its trying to make a overhang but cant go past 90..maybe one day we can do this with worldmachine


Maybe one day WM will work in voxels rather than heightfields ;)
Posted by Nav
 - April 29, 2009, 05:12:43 am
actually I wonder when we will have the ability to generate erosion on more than a height basis..most of the things with the erosion i have problems with is the steep angles where its trying to make a overhang but cant go past 90..maybe one day we can do this with worldmachine
Posted by latego
 - April 28, 2009, 06:14:55 pm
Another alternative would be to use an approach similar to GeoControl or L3DT one.

You start with a certain resultion (e.g. 16x16) perform some processing then upsample by a factor of two and... rinse and repeat until you reach the final resolution.

Imagine the effect of doing erosions at different scales: on coarse map it would carve large gullies while on finer ones would create details.

Bye!!!
Posted by Stephen
 - April 21, 2009, 09:24:57 pm
Hi Martin,

this is definitely one of the most requested features. I'm working on the best way to implement this in an intuitive way.
Posted by Dr Zepsuj
 - April 14, 2009, 01:25:17 pm
Hi!

It just came across me.
It would be useful and time saving feature for many game developers.
Currently, the moment you click "Build" you are able to create maps using output components automatically.
One step forward, would be to be able to choose different resolution (or tick use global) for each output component separately.
When you are generating for games, the height map is usually smallest, then lightmap and texture is the biggest.
I know I can export all at maximum resolution required and the downscale it manually but it would save a lot of time on testing stage, where you export your maps frequently...

Cheers !
Martin