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.
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.
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.
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.
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!
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
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!
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
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.
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.
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.