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Topics - JakBB

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I have a very simple but potentially very useful suggestion:
Add a low-res preview of the terrain to the Zoomed Tile Picker that is accessed on the Tiled Build Option
This is what it looks like currently
Here is a quick mockup on how it would look:

This would help a lot and would be a godsend for people doing lots of tiled builds

Feature Requests / Terrain Synthesis
« on: February 19, 2017, 11:27:52 AM »
Terrain Synthesis is my personal white whale of terrain generation, and an integration into World Machine would bring the software up to a whole new level IMO.
If you don't know what terrain synthesis is, here are some examples:

As you can see methods like this could bring World Machine to a whole new level.
At the moment the sketch based editing with Layout Generator is very hard to get right, but with terrain synthesis you could achieve very believable and most of all stylistically consistent and accurate results.

I know this topic has come up a few times here on the forum, like way back in 2007  but with the time more and more research papers about terrain synthesis have come up, showing stunning end results, but afaik no commercial software yet has any sort of terrain synthesis available.
Here for example is a paper from 2012

Lots of texture artists are already starting to use very advanced synthesis methods to produce lots of new textures from photo reference, especially with the rise of neural networks and machine learning.
Here is an example

I know Stephen has probably already an opinion on terrain synthesis in World Machine, but maybe if the community shows some support on this idea he will rethink about it.

General Discussion / How do you make your mountains?
« on: December 25, 2014, 05:03:13 PM »
I'm currently spending some time trying to figure out how to obtain the right mountains, I use my terrains in a game called Minecraft and I've noticed that a lot of terrains wich often look good when rendered in various CGI programs don't look good or feel playeable in Minecraft.

That's probably caused by the voxelized aspect of the terrain, it basically takes the heightfield and for each pixel it puts a voxel at the correct height.

I've noticed that the parts of the terrain wich look best are the indent erosion channels, wich are fairly easy to obtain wich the carved macro, but also easy to exagerate with, what looks good too are steep but not to tall teraces, wich are a bit more tricky since I don't want them to look too straight, but I already figured out how to obtain a strata effect, but also I want the terraces to not always be on the same level, or ascend with a constant gradient, but I want multiple terrace layers, so that there are not uniform steps, but also some random steps wich don't correspond with the mayor terraces (I hope you understand what I mean).

Now the 2 listed nice effects are not the only thing which make a mountain look good, I also like to have some decent looking mountain ranges, with some nice "arms" or smaller ranges sticking out of the mayor range, wich also doesn't have to look too "fat"

I hope you guys can help me out and maybe also show me your favourite mountain making process, maybe attach a .tdm file, I really like to dig through the techniques of all you guys, but there are not a lot of shared worlds in this forum, maybe that's something to suggest, just share a save file of your process in producing interesting terrains

Also I'm sorry for spamming this forum a bit too much, but for me it also helped to research through the older posts on here and find some interesting topics discussed here.

General Discussion / Accentuate Slope
« on: November 30, 2014, 01:12:40 PM »
Hey, I would like to know if there is a way to select a certain slope and let it be more steep, like this (i would prefer it to look natural)

General Discussion / Procedurally generated Mountains
« on: November 28, 2014, 09:42:07 AM »
I wanted to know how I could create mountains without having to layout their shape.

They should have a logic sense (no randomly ending river flows, rivers should always go down until they reach the sea) and they should not look to thin on top, but still create some nice ranges...
Something like this

General Discussion / Way too smooth Heightmap
« on: March 12, 2014, 11:39:16 AM »
Hey guys, some time ago i started a project, I wanted to get the Waterloo Battlefield terrain into world machine and then into other games.
I wanted to use WM cuz the heightmap i got on a database was very washed out, and now i have to fix it, i thought about erosion, but it doesn't change much, i already applied a blur to reduce the terracing of the map.
Now i have to let these hill look better, not so "low res"

P.S i'm a newbie, so don't post strange things i dont understand  :lol:

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