Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ManaElement

Pages: [1]
1
Announcements and News / Re: World Machine 2.3.5.1 Hotfix available
« on: October 16, 2013, 04:12:25 PM »
thanks Stephen! Appears to be working just fine now. No more crashing, yay!

2
Gotcha. Thanks Stephen.  :)

3
could the source DEM map be an 8 bit Tiff file you are using?

An easy way to check is take your source DEM file and open in photoshop and check under Mode to see if it is really a 16bit Tiff file.

Also, if it originally was an 8 bit file and then resaved as a 16bit I dont think that would work either, and would still give you the steps.

In the past the only time I ever got stepping was when I was using 8bit files.

4
Bug Reports and Help / Re: Port from Mudbox to WM?
« on: October 10, 2013, 05:50:21 PM »
I thought I'd post here first.

I'm exporting out a heightmap from WM and bringing it into Mudbox for editing. When I bake out the heightmap from mudbox, even I dont sculpt on it at all, the heightmap looks quite a bit different white level wise. Do you know how I can keep this consistent when baking out of mudbox?

I found a slight work around is when i import the baked heightmap from Mudbox and bring it into World Machine, i can set the altitude setting to full range. The levels are slightly different, but its close. I need it to be the exact same though.

Attached is an image to show you what I mean.


Edit: I figured it out. When baking in mudbox, make sure your low poly is center height on the the high poly. Bring it in as a natural altitude in a file input in WM will put everything into place.

5
Is the Terrain Altitude just for preview purposes in World Machine and not actually affecting the exported heightmap? 

For example, if I change the Terrain Altitude to 3000m and export out the height map (TIF) and view it photoshop I see the exact same heightmap (white levels) if I were to change the altitude to 1000m and rexport out the heightmap. I would have expected the 1000m heightmap to have much lower white values in the heightmap, yet they are identical. The only way I can change the actual exported heightmap white values is to either change the elevation in a perlin noise or by using a clamp.

You can quickly visually see what I mean if you switch the preview window to 2D, grayscale, and then adjust the terrain altitude slider. There is no change. However, in the 3D view you will see the change.

Is this as intended? just curious

6
Bug Reports and Help / Re: World Machine 2.3.5 World Crashing
« on: October 10, 2013, 02:36:25 PM »
This exact thing was happening to me as well. My IT guy was able to fix the problem, I think he said it had to do with the startup config settings file based on the user. He was able to fix the problem by going to C:\Users\AppData\Roaming and either deleting or renaming the World Machine Pro 2.2 folder.

7
Bug Reports and Help / Re: Exporting 16bit TIFFs and RAW into Photoshop
« on: October 04, 2013, 04:45:06 PM »
Thanks once again Stephen.

I got both working, the trick was using "Open As" and selecting the format. Both the TIFF and RAW open up in Photoshop just fine. So weird that the regular "Open" in Photoshop doesnt work.

Hopefully this topic helps someone in the future.

8
Bug Reports and Help / Exporting 16bit TIFFs and RAW into Photoshop
« on: October 04, 2013, 03:59:53 PM »
Hello all,
I've search previous posts and cant find an answer. I've tried exporting out a 16bit TIFF file from WM and bringing it into Photoshop CS4 and I'm getting a weird result and cant figure it out. The thumbnail of the TIFF file shows correctly, however when I bring it into Photoshop it looks like the attached image; all messed up. Checking the Image>Mode in Photoshop show the file has the 32 bit checked. Weird!

I also cant seem to get Photoshop to recognize a Raw16 format, says it doesnt recognize that type of format. Though an 8bit RAW works fine.

It seems like the only type of 16bit format I can get to work is PNG.

Any ideas?

thanks!

9
Macros and Plugins / Re: looking for an advanced color macro,
« on: September 27, 2013, 11:59:37 AM »
Awesome Macro Devin! My modified version of CoastOverlay is similar, but you have a lot more stuff. I love that you added the flow color overlay in, thats great. You have a lot more control over snow too. Good job!

10
Thanks Stephen and Geekatplay.

I'll mess around with your suggestions and I'll see what I can come up with.

11
I found an earlier post about this http://forum.world-machine.com/index.php?topic=1617.0 and I'm trying to achieve the same shape, but the solution was to apply this to one "mountain".

I'm looking to do this for an entire map on a bunch of rolling hills or sand dunes that have shear cliffs or sharp falloffs on one side.

Any suggestions on how to do this? I can get the rolling hills look and the sand dunes, I'm having a hard time getting that sharp falloff on the one side of it.

Heres a couple of pics of what I'm trying to achieve:
http://www.mccullagh.org/db9/1ds-4/tunisia-sand-dunes-sahara.jpg
http://homepages.nildram.co.uk/~likeman/fhionnlaidh/45.JPG
http://i33.tinypic.com/351vjih.jpg
http://upload.wikimedia.org/wikipedia/commons/5/50/Quiraing,_Isle_of_Skye.jpg

Thanks!

12
Geology and Terrain / Re: Sheer rock mountain help
« on: September 03, 2013, 11:15:35 AM »
very cool, thanks Stephen. I havent tried using the thermal weather device. I'll mess around with your example to see what I can come up with. It definitely has a nice, hard rock look to it after rendering. Thanks again!  :D

13
Geology and Terrain / Sheer rock mountain help
« on: August 30, 2013, 12:19:41 PM »
Hi, I'm looking for tips how to create a mountain with giant sheer rock faces without too much erosion. I'm looking to get the big, exaggerated, sheer rock faces on the mountain, similiar to what you see in this pic:




I messed around with WM and I got this far, i'm pretty close, I was wondering if any one had some other ideas to get the shape i'm looking for. Any tips on devices or how to reduce noise in the Erosion device would help. Thanks!


14
Macros and Plugins / Re: Create Splat Map from basic coverage macro.
« on: August 30, 2013, 11:38:26 AM »
thanks, this made it easier to understand the splat texture concept.

15
Bug Reports and Help / Re: How to get flow map without re-Eroding terrain
« on: February 04, 2013, 10:07:13 AM »
Thanks again Zehryo!

I gave it a try. For the most part this worked and I think its about as close I am going to get for getting a new flow map from my existing heightmap. I can just output the new flow mask from this setup for my color map and it fits pretty close to my modified heightmap.

I really liked the use of the overlay view to see the flow map easily, that was a good tip I havent thought of yet.

Thanks again for explaining it clearly and for taking the time to do screenshots, very nice of you  :D

16
General Discussion / Re: Issue with Height Maps Exporting
« on: February 03, 2013, 06:43:45 PM »
Some engines have quirks for importing heightmaps/colormaps, not sure why. Crytek for example I have to rotate the colormap 90 degrees before I import it in. You can try using a "Flipper" device in world machine and attached that before your output device. Or you can also flip or rotate your heightmap in photoshop before you bring it into your editor. Hope this helps.

17
Bug Reports and Help / Re: How to get flow map without re-Eroding terrain
« on: February 01, 2013, 10:54:13 AM »
Thanks guys.

JimB - I already did output the flow maps before I brought the heightmap into the game engine. I can reuse them, but they wont be accurate as I have change the terrain in some places in the game engine.

Zehryo - This makes sense about how the flow map is created. I did a little more than just lower/raise the terrain in the game engine. Some areas were flattened out and a road tool was used to create paths. So some areas that had the flow map may have a road or an area flattened out right through it and that doesnt look accurate in the colormap. I can tweak the flow mask in photoshop, its just going to be a pain in the butt and take me a lot of time.

Thanks again.


18
Bug Reports and Help / How to get flow map without re-Eroding terrain
« on: January 31, 2013, 06:21:37 PM »
Hello, is there a way I can export out a flowmap without having to use the erosion device again on my terrain?

I have created my heightmap in world machine, brought it into the game engine, made some changes to the height with the game editor tools, and now I need to bring it back into world machine to redo the colormap to bring into photoshop and I need the masks from the flow/wear/deposition map from the Erosion device without having to re-Erode my map.

Any help would be appreciated.

Thanks,
ManaElement

Pages: [1]