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October 13, 2019, 06:43:45 pm


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Topics - Polynaught

I was wondering, if there's a way to utilize flowmaps in World Machine?
What I mean by flowmaps is not to be mistaken for erosion flows. I simply mean 2d vector offsets sampled from a texture input and height map values sampled at the same position as the pixel in the flowmap to be shifted in the given direction.
Something like this for Substance Designer but for World Machine:

That would allow for some crazy terrain morphing.
Hey there,
I was asking myself what would be a feasible approach to create terrain tiles for usage in a video game editor like TilEd http://www.mapeditor.org/ ...
There's a blog entry I found http://mygaragegame.blogspot.de/2012/08/terrain-tiles.html that explains the process. But when it comes to making things tile (heightmap, diffuse and normal map) the description gets very vague. Some kind of photoshop script is mentioned for making the heightmap tile... but that doesn't seem to transfer to the normal map and diffuse/color map as well - also the script isn't described anywhere in the blog entry.

I'd like to hear your thoughts before I delve into this. Any comments are highly appreciated. :)
WM bugs out when trying to load another *.raw image file than the one that is currently loaded by the generator.
It claims that there is "No scale data present in file!" although WM loads the same *.raw image just fine when I create a new world and load it in there via a newly created "from file" generator node.
Using the latest pro build (2.9.something).
General Discussion / Unity3d to Worldmachine and back
December 11, 2013, 06:16:26 am
Well, topic says it all.
I 've run into problems trying to set up WM to match the actual Unity scene.
While I can export the raw data file from Unity and import it into WM through the file node I cannot get the terrain heights in WM to match the ones I see in Unity.
The WM terrain is way too steep compared to what I get in Unity.
Inside Unity you usually set the max height of the terrain to a desired value - default is 600 meters I think.
This means, I think, that the 16bit heightmap spreads the 600 meters over 65536 values.
Anyway - inside the file node of WM I've tried to set the "altitude scale" to a specific range of 0 - 600 meters which does not yield the desired results.

What exactly is WM doing with the raw file at this stage? How is it interpreting the height values... ? And what is Unity3d doing when it exports the raw file? How can I synch WM and Unity?