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 - blattacker

Pages: [1] 2
1
Works in Progress / Re: Speed Build Practice
« on: November 19, 2018, 03:09:19 PM »
Work keeps getting in the way, but I've got another speed build going! This one was actually only like 30 minutes in World Machine itself, but there's a couple hand painted masks from Photoshop on this one. I was going for a road going along a coastline. I've got a view of the node network, the 3D view from WM, and then after the first 15 minutes in Terragen, if people are interested, I'll post the progress! Not sure how active these forums still are though...

2
Works in Progress / Re: Speed Build Practice
« on: August 24, 2018, 09:32:17 AM »
Thanks! I'm planning on doing another one on Sunday, but right now I'm kinda absorbed into the Scandinavian inspired one, so I've been spending a lot of time on that ahaha

3
Works in Progress / Re: Speed Build Practice
« on: August 22, 2018, 01:36:37 AM »
And my two hours in Terragen are up, which is okay with me, because after working on this for that small amount of time, I really want to make a Scandinavian inspired project for my next long term one, and I kinda wanna start right now!

4
Works in Progress / Speed Build Practice
« on: August 22, 2018, 12:27:48 AM »
Hey everyone! It's been awhile since I came around these parts. Been awhile since I did anything with World-Machine as well, work started getting in the way. I thought that I'd try doing a couple speed builds just to get back in practice. I'll probably do a few of these, and post them all, but I'm limiting myself to 45 minutes (not including actual build time) working on the terrain, and then bringing it into Terragen and spending a maximum of 2 hours working on shading and other extra details. Without further ado, here's the World-Machine view of my first one, let me know what you think and stay tuned for updates!

5
Works in Progress / Re: Tips on a bouldary mountain?
« on: July 23, 2017, 03:48:07 AM »
You've got a great base to start with there! My best advice would be to render out a heightmap or mesh at as high of a resolution as your system can handle, then pull the model or heightmap into a program that will let you sculpt the actual terrain. I've never seen World Machine do vertical crevices like that on a sheer face, though it is probably possible with enough work. Especially if you want that cave at the bottom, though, that's going to be actually impossible in World Machine. Proper sculpting will help you get those sharp faces, as well as the finer detail in the cracks and rock layering.

I'm by no means an expert, so ymmv, but I find World Machine to be an amazing tool to make the base terrain, but a fully fledged sculpting program such as ZBrush to make more detailed features.

6
Works in Progress / Re: Trying for more interesting shapes
« on: July 23, 2017, 03:32:08 AM »
I kinda gave up on this project, so yeah, once my current project is finished cooking, I can see if I still have the project file for this one and post a screenshot or something for you!

Edit:
Unfortunately, in my great file purge of 2017 (every year or so when my storage hdd gets over half full, I'll go through and delete a bunch of old stuff to clear room), pretty much every World Machine project I had got cleared out cause I either finished it or was no longer working on it. From my memory though, I think it was a fairly simple project, advanced perlin for the base terrain, combined with an F1-F3 voronoi (with a basic perlin used as distortion) to create the steeper edges, then just a terrace (with another basic perlin for modulation), followed by an erosion, followed by thermal weathering, and then one more erosion for good measure. There may have been some more stuff, but as best as I can remember, that was the basic setup. Maybe I'll revisit this idea after my current project, because I do still like the idea of this type of terrain.

7
General Discussion / Re: coast island
« on: May 05, 2017, 09:14:05 AM »
I think your best bet is probably to mess around with some masks along the shoreline, as well as maybe adding some additional erosion after the coastal erosion.

8
Development News / Re: Dev Silent in Forum and Blog
« on: March 01, 2017, 09:02:22 PM »
My dude, have you ever developed a program before? Cause let me tell you something, at my day job, I've been trying to simply automate operating system installs with device specific drivers for a range of computers without needing separate installs for each, and I've been at it for 3 months with very little to show for it. And there's no hard programming involved with that, just some minor XML scripting. It is definitely plausible that he's been stuck in development, and just didn't have very much to show for it. Code doesn't always work the way you expect, things don't always interact with each other nicely, there's a whole mess of things that could have gone wrong.

That being said, sure, people are well within their rights to be wary, but don't come barging in here just to rain on everyone who's just happy to see development still happening's parade. Be mad if you want, but don't get mad at other people for not being mad.

9
Works in Progress / Trying for more interesting shapes
« on: February 28, 2017, 04:04:56 PM »
It's been a second since I posted in the WIP section, but I've been hard at work trying to create more interesting shapes for the land. In this one, I was going for one of those things where the land slopes upward slowly, but breaks off at one side. It reminds me a bit of the sand dunes where I grew up. The sides facing the lake where the wind came from would have much more gradual slopes, whereas the side facing away would be a bit sharper. In any case, let me know what you guys think, and if you'd like to see a full rendered version from Vue!

10
Development News / Re: Dev Silent in Forum and Blog
« on: February 20, 2017, 04:36:44 PM »
I figured something was gonna happen sooner or later. So much time and effort had been put into it that, barring some kind of cataclysmic event in Stephen's life, I didn't think the program would just die like that. Though truth be told, I thought that it might end up leading to the program being sold.

Love the blog post though, I'm excited to see the new features, that example at the end looks pretty awesome!

11
Development News / Re: Dev Silent in Forum and Blog
« on: February 06, 2017, 09:00:40 PM »
Hey, is it just me or is the world machine homepage different now? I don't know quite what's different, but when I look at it, it doesn't look the same as the last time I was there.

12
Bug Reports and Help / Re: How do I lower a flat surface?
« on: February 05, 2017, 06:59:54 PM »
I'm looking at this just before bed, so I might have a better idea in the morning when I can properly think about it, but my first thought is that since it's perfectly flat, if you were to open the heightmap in a program such as Photoshop, you could use the magic wand tool to select just that area, and manually change the height with different shades (such as filling it with flat black to zero it out if you want), or fill it with white, invert the selection, fill the rest with black, and use the resulting image as a mask for the original, then use filters to adjust to your desired height (though if you go that route, I'd either blur the mask, or use feathering when creating it to avoid harsh edges).

13
Development News / Re: Dev Silent in Forum and Blog
« on: November 12, 2016, 12:27:10 PM »
I suppose I remembered what the comment said incorrectly. Here is the full text of the comment, dated September 18 of this year, which seems to imply that they may not currently be in contact with the dev, but might still be privy to information that we are not:

"Stephen has indeed been very quiet, but as we understand the software is still under development. We're looking forward to the next 3.0 build. In the meantime, we'll pass on the message that users are eager to get an update from him."

14
Development News / Re: Dev Silent in Forum and Blog
« on: November 11, 2016, 02:22:16 PM »
On the geoglyph Facebook page, the developer says that he's contact with the wm dev, and that updates are still happening. He didn't give much more detail than that, though.

15
General Discussion / Re: Colorizer used in this terrain?
« on: November 14, 2015, 07:05:41 AM »
Good catch! I hadn't even noticed the overhang because I was too focused on how different the texturing looked on the fairly blockish looking rocks compared to the surrounding terrain.

16
General Discussion / Re: Colorizer used in this terrain?
« on: November 12, 2015, 07:10:45 AM »
Yeah, honestly, I just today started using the chooser, since it's basically what I was doing anyway. I'd create a mask for the combiner, then set it to average, and just max it out, so that the areas that were masked out were one colorizer, and the other areas were the other one. The chooser is a much simpler way of doing that, as it turns out. I'd just gotten used to using combiners for everything, haha.

17
General Discussion / Re: Colorizer used in this terrain?
« on: November 12, 2015, 04:24:17 AM »
I've never used the basic coverage macro, so I loaded it up to help me write this better. From my first impression of the thing, it seems like it could be useful, but it is underpowered for what you're trying to do. I'm sure you could probably rig something up with multiple basic coverage macros and combiners to make something nice, and if you throw a lightmap maker in the chain with an RGB color map, and mix that with the final result with a combiner set to multiply, you can come up with some nice results, but for the incredibly detailed textures that you seem to be trying to do, I'd say you have two options:

Option 1) If you want to work within World Machine completely for the colors, I'd say ditch the basic coverage macro, and start working with colorizer nodes instead. Colorizers are pretty simple, they have a gradient on them. Far left is your lowest heights, far right is your highest heights. You can set as many colors in between those two as you want, and you can set those two to any color. I saw in another thread that you have the community version of GeoGlyph. That actually has you pretty well set up there, because if you load a colorizer node and then change the mode to "import by color table" they have a bunch of preset color tables that you can use for really good results. For better options and realism, what you'll probably want to do is have several different colorizers for different types of terrain (for an example, have a colorizer with some sand colors, have another different one with vegetation, possibly a third for dirt, and a fourth for rocky areas, that's my basic setup), and then mix them together with combiners, using masks to mask out where you want the different colorizers to work (again, for example, have the flow data from an erosion node be a mask for the sandy texture, the deposition data for the dirt texture, and then select height for both the vegetation and rocky areas, is my basic setup). Finally, once all the colorizers have been combined in a way that you're happy with, to see how it looks, just route the heightmap and the final combiner output to an Overlay View node, and build to see full detail. If you want, I can send you an older project file of mine with a setup like this, if you learn better by seeing than by hearing it explained.

Option 2) What I generally do is build out the landscape in World Machine, and then put a basic colorizer on it to get a sense of what I want it to look like in the final version, but then bring it into a program like Vue (which is what I personally use) or Terragen, or even a full fledged 3D program. The benefit to programs like Vue and Terragen is that they include, not just the landscape itself, but you can also include atmosphere, clouds, different kinds of lighting (for example, having more than one sun, or even doing night scenes), and a much more powerful texturing process, where you can get subtle variations that look more realistic, as well as completely getting rid of the banding issue I personally have in World Machine (If you have a sheer face, one that is completely vertical you'll see exactly where the height changes the color, and there's not much I've been able to find that lets you get around that). For example, I've included two screenshots, one of the final texture I created of a landscape in World Machine, and the second being the result of bringing it into Vue and texturing it there. I think you'll be able to see what I mean from that.

All that being said, I'm still fairly new at World Machine myself, so if anyone knows a better way to go about this, feel free to chime in. Also, this is just how I personally work, so as with any advice on the Internet, your mileage may vary. Let me know if you want me to send you the project file with my method of coloring in World Machine.

18
General Discussion / Re: "Basic Coverage" coloring presets
« on: November 11, 2015, 11:58:01 AM »
If you're looking for better coloring for your World Machine projects, my suggestion is to make your own. Rather than using the presets, make your own by adding in a colorizer and changing the gradient to values that you want. It can be a lot of fun, and depending on how much work you put into it, you can get some really interesting results. Another thing you can do to get better color maps is to layer colorizers using combiners, and sometimes using masks on those combiners. This is a great way to separate out different areas, for example, I had a scene in which I had a basic beach setup, but then I put these large rock formations in it. It wouldn't make sense for the rocks to have the same color map as the beach, so I masked that out and added a different colorizer on that.

19
General Discussion / Re: Colorizer used in this terrain?
« on: November 11, 2015, 11:53:18 AM »
I'm gonna go ahead and guess that this either wasn't colored in World Machine, or, if it was, it was enhanced later in a different program. I say this because of those sheer faces towards the middle of the image. At least in my own experience, sheer faces like that don't get that level of detail in World Machine, at best what you'd see would be the different bands. Although, looking closer, those might have been added in later.

If you're talking purely about the background mountains and stuff that look like they could have been colored in World Machine, I'd say it's probably a custom one. Going by the other threads you've posted, and the fact that you got your account today, I'm going to guess that you're fairly new at this? If it were colored in World Machine, it's probably a bunch of layered colorizers with masks. For example, the flow lines probably have a sand colored texture, the rest probably has just a simple red rock coolorizer on it, and then they took the flow lines from the erosion node and sent that as a mask for the combiner on the two colorizers. Just a guess, but you can get pretty decent results that way.

20
Feature Requests / Re: pan in 3d view
« on: September 16, 2015, 02:13:00 AM »
I also sorely miss the ability to orbit in 3d view if a node parameter window is open. These windows should always non-modal so you can orbit in 3d view while changing settings of a noise generator, for example.

Definitely seconding this. I generally keep a second window open with the 3D view, and it'd be great to have the ability to move the camera around while messing with parameters.

I think going the route as many other 3D apps do would be perfect.

ALT + LMB
ALT + RMB
ALT + MMB

All these do all the zoom, pan and rotate. If not exactly like this.. Make more possible to do with the mouse.

Seconding this in particular. Literally every other bit of 3D software I use has this, or something very similar (Cinema 4D, RealFlow, and Vue). It's odd not having that level of control in World Machine.

Pages: [1] 2