• Welcome to World Machine Community. Please login or sign up.
June 17, 2019, 02:02:01 am


Read the Development Diary for an inside look at World Machine's progress!

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 - hhildebr


been using my trusty old 2.x version for some time now, but there are some features in the development that really interest me (especially the rivers). So I was considering to upgrade to the new 3.x licensing model. As I understand it, the original idea of the new licensing terms was to have a shorter release cycle, so people would (kind of) subscribe for a year and get several updates during that time. However, it seems to me that current development isn't following along, with the 3.x being in development for quite some time now. So I'm a little worried that I get a one-year maintenance license and never see an update during that year. Or would I be entitled to an official 3.0 release if I subscribe now, even if the release is coming after one year?

Oh, and any news when the rivers will make it into the dev branch? The latest posts about that were May-ish, is this coming soon?
As an addition: Tomorrow's Twitch stream of Epic will be about this landscape demo (amongst other things), in case you might wanna check if they speak nicely of WM :-)

Stephen is just too humble, others would have gone shouting about it...  :)

For everyone interested, the latest release (4.4) of Unreal Engine 4 comes with an example for large landscapes that made good use of World Machine - nice to get this visibility! While I don't think the shading of the terrain looks particularly good, it is still nice that WM is cited and used reallyreally often when terrain generators are mentioned.

So Stephen, good job, and keep it coming  8)

Bug Reports and Help / Non-weighted splatmaps
August 02, 2014, 07:25:04 am
I would like to get a WM splatmap into the CryEngine. Now, the CE doesn't use weight-blended materials for terrain layers, just a simple on/off flag per pixel. Which means I would have to convert the output of the Splatmap converter like the following

For every channel, output 1 if the channel contains the maximum value of all four channels, zero otherwise.

I have looked through the available devices but didn't come up with an idea on how to achieve this. Anybody else have a solution?
A heightmap usually is a single channel greyscale, not sure whatyou mean by two tones, maybe the two byte per pixel for a 16bit heightmap?
The three channels of the normal map just store the three xyz coordinates of the normal vector, and it usually is stored at the same reolution (like 1024x1024) as the heightmap. The question is if WM calcuöates the normal using neighboring pixels of the heightmap data (like the game engines do), or since it principall. Has access to more information during building, if the accuracy is heigher than that.

Hey Jesse, know you from the C4 forums (where I go by the name of Rastar) :-)
Some game engines create a normal map from an imported heightmap and use that for terrain shading. My gues would be that they do some sort of central differencing, where basically calculate a gradient from neightboring points.

Now: How does World Machine do it (normal map maker node)? Does it apply the same thing with the same resolution (meaning I wouldn't get any benefit if I create a normal map in WM if it has the same resolution as the heightmap)? Or is the precision higher than that?
Bug Reports and Help / Re: Problem with Geo tif
March 11, 2014, 09:40:42 am
I'm not sure if this is of any help, but I had problems when using GeoTiffs, too. I processed them using the gdal utilities, and after some trial and errors found out I explicitly had to write them in float32 format so that World Machine could read them.
Hi Stephen, of course I can only speak for myself, but I would guess my use case is not too uncommon.

I am using the heightmaps for terrains in game engines. Most engines that I know of only allow a square, power-of-two format for the heightmap, but you can arrange several terrain tiles in a grid to create larger terrains. Which means the total terrain will always be rectangular or square and consists of squared tiles of (identical) power-of-two size. So, at least for my purposes, being able to do a corresponding tiled build would be all I need. No partial tiles or something like that.

As an example for my workflow: I use the wonderful WorldComposer and TerrainComposer add-ons for Unity, which allow you to easily download DEM data and satellite images for any region. WC and TC work on rectangular grids as described above. The overall heightmap is stored in a single file, but everything else (color map, normal map...) is stored per terrain tile. So I typically

1) Generate a heightmap for the region of interest, let's say 7x5 tiles @512, resulting in a 3584X2560 heightmap file.

2) Import that into WM, interpolate, enhance, erode it and write again a single heightmap file, let's say at double precison (7168*5120).

3) Create additional textures (eg normal map) in a tiled build, in this case 7x5 tiles @ 1024

Hope this helps a little. Would be really cool to have this functionality in WM :)
General Discussion / Tiled build for non-square extents
February 25, 2014, 03:35:47 am
I have a non-square terrain that I want to generate tiles for. I'd like to create 14x12 tiles @ 1024 (which gives the same m/px resolution in x and y). however, the dialog always changes the "Tiles per side" to 14 and then the tile resolution to 1024 x 878.

Is there a way around this?
General Discussion / Re: Fractal resampling device?
February 25, 2014, 02:02:44 am
Ahh, there it is :) Thanks!

Quick follow-up: Does the fractal sampling apply a blur filter first? If yes, can the strength be adjusted?
General Discussion / Fractal resampling device?
February 24, 2014, 01:05:43 pm
Is the new fractal resampling device/macro for importing DEMs already in the dev branch? I can't find it somehow.

Guest Forum / Re: Loading LiDAR data
November 26, 2013, 01:49:29 pm
One thing that I remember having problems with: When I converted some DEM to tif format for World Machine using gdal, I had to explicitly tell it to convert to float format, not integer. Otherwise I couldn't import the files correctly.
There is this presentation on terrain in Battlefield 3 http://www.slideshare.net/DICEStudio/terrain-in-battlefield-3-a-modern-complete-and-scalable-system, on slides 25/26 both World Machine and GeoControl are mentioned.
Bug Reports and Help / Re: Building Roads 101?
October 26, 2013, 08:18:04 am
Stephen has given a rough description of the process here http://forum.world-machine.com/index.php?topic=2071.msg9503#msg9503. Note that you can modify the falloff shape of the curve by selecting the line in the layout view, opening the shape properties (click the pen) and click Ëdit"next to Falloff Profile Curve. There are three presets, two of them for roads, but you can modify the curve any way you want.

can't wait for the next release!  :D
As Remnant said, some game engines read the heightmap starting from top-left. Unity is an example. If you're not using tiled builds you can use the flipper device to just flip the heightmap before exporting it.
I was hesitant about bringing this thread up again. But since guests and people looking for a terrain generator might be rejected by reading something like this I could not leave this uncommented.

norpchen, you're probably long gone, but I can't believe you registered in the forum just for this first and only post. I don't know how much support you requested directly by e-mail, but there are many knowledgeable and helpful people here in the forums as well, and asking here wouldn't have hurt.

Also, my use case seems to be similar to yours: I import DEM data, smooth, modify, tile and export it, and then use the results in other applications. This works smoothly for me and produces very nice results. I only run into problems when working with massive terrains, and that is just the nature of the beast (memory issues etc).

I just can say, World Machine is a perfect match for my needs, and I encourage everybody interested to give it a try. It takes some time getting the feel for it, but it's well worth the effort!

does this have a chance of getting implemented in one of the next releases?


I missed that sample file. It works well, but as you said, it's a bit of trial and error to find the right parameter settings. So you have some clever algorithm in your implementation that does that automatically?

in your blog about the new imports you mentioned new resampling methods, one of which applies a fractal detail noise. You also said this effect could be generated with a simple filter setup. While we're waiting for the new release  :D : Could you give an example how to set that up?