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 - WFab

Pages: [1] 2 3 ... 22
1
Macros and Plugins / Re: TeTo : The Texturing Toolbox!
« on: January 18, 2019, 11:26:26 PM »
1. Where did it say that it's open source?
2. The author of this macro has a free tutorial on youtube, explaining the exact technique used to create this macro. It's just that the neat settings and presets make it easier to use, without visiting photoshop to create gradients as would be the case otherwise. I'll see if I can dig up the link to that video for you.
3. Good luck with the refund! Also, remember to ask for return from world machine llc as well, since they never told you how wm works internally. And your phone manufacturer! And for everything proprietary you use!

Cheers!

2
There are 3 major types of nodes you'll encounter with a simple terrain network. "Generators", "filters", and "outputs". The general concept you follow while creating a network:

Generate-->filter-->output.

1. The data you manipulate in world machine, underneath it all, is "heightfields". It's just grayscale 2D image data. The terrain you see in the viewport, is a flat plane, with an image applied on it as a "displacement map". All you do in world machine, is "create and manipulate" that displacement image.
2. Generators "create the image". You can either use "noises" to procedurally generate it, or import premade maps from your disk using "file inputs". You can also draw basic shapes and gradients through these nodes.
3. Filters "operate on the data that is generated by the generators". You can manipulate the data through a range of mathematical operations, or "natural filters" like "erosion". Natural filters simplify the geological processes which would otherwise be a headache to recreate in 3d.
4. "Output" nodes do exactly that, output the final displacement map etc. You can choose the type of data to output using these nodes. Commonly used ones are "height", "bitmap", "mesh".

5. There are a plenty of nodes besides these 3 types, like "combiner", "chooser", "selectors", and "converters". These help you further manipulate your displacement data. I just didn't include them as they will further complicate the "easy" paradigm I'm trying to present here. Once you get the hang first 4 points here, you can easily follow the tutorials.


I'll be following this thread, so you may ask any more questions you have. Make sure you open a simple "example terrain" in your world machine while you read this, it would make it easier to visualize.

3
Bug Reports and Help / Re: Tiled export heightmap problems
« on: November 25, 2018, 09:26:22 AM »
Some filters are not tile build friendly. They show an "exclamation mark" next to the device name. Try to avoid those.

Also, erosion filter with "geological time enhancement" enabled, creates drastically different result for tiled build. Try to avoid that option too.

Solution: The best 1:1 result can only be obtained by cutting up a hi res result "after" the build is baked to files. You can set up a file in world machine with "file input->file output" set for each file you want to split into tiles (including masks). Then set up tiled build for that new world. That way you can split as many files as you want, as many times as you want, without losing details. Do remember to disable blending in the tiled settings, and enable "share edge vertices".

4
Guest Forum / Re: Ease of 3D printing
« on: November 08, 2018, 12:05:18 PM »
It's always a single layer when it comes to procedural modelling programs. You'll have to do manual work for 3d printing. However, I find it's very easy, especially with blender.

5
I suggest you look through the forum contents first. Dig deep to find what info you're looking for.

I don't understand what you mean by "quality of world machine" here. I assume you mean terrain quality? I've found world machine to be most flexible when it comes to terrain quality. World creator has it's perks, but nowhere close when it comes to final quality of the terrain features. World machine just requires you to learn the workings of nodes better. You can never go back to layers once you tame the nodes!

I'd like to know more about your workflow. What kind of pipeline you have? What is your worldmachine version, and edition? What resolution are you working on? What kind of terrain effects you feel are missing in world machine compared to world creator?

If you like to talk more freely, I'd like to invite you to the world machine software group https://www.facebook.com/groups/worldmachine.software on facebook. Do let me know your facebook name first, pm if you like.


6
I assume you're still on build 2.3.7 or earlier? Correct me if I'm wrong.

1. Upgrade to the latest development build. This issue has been fixed.
2. If you don't want to or can't upgrade, disable "geological time enhancement" in the "erosion" device. Try doing the erosion brute force instead.

7
Bug Reports and Help / Re: Profound Problem with New WM Builds
« on: October 09, 2018, 01:46:13 PM »
Well, always good to rule out obvious solutions before trying desperate ones.

There have been a few problems with the quadro cards, though nothing this drastic. Try deleting preferences. Go to your "OSdrive:\Users\[username]\AppData\Roaming\World Machine 2.2 Professional" folder, and delete "world.ini" file. You'll need to set up your preferences, paths, and maybe even license after this. Be aware of that if you do this.


8
Bug Reports and Help / Re: Profound Problem with New WM Builds
« on: October 08, 2018, 04:20:06 PM »
Just below the 3d preview on top left, click the button named "shaded".

9
You can again use Bias/gain device to manually tweak the height and contrast. That shouldn't create problems with tiled builds.

10
Wm masks tend to be smooth around the edges, which creates problems when exporting to engines that have optimizations in engine that handle alpha differently, especially when you export masks in an 8 bit format. Try to keep your masks at 1 and 0, no halfway greys. You can get away with small amounts, thin bands, for smooth transition. Use bias/gain device for cleaning up the mask. I don't have extensive knowledge of how UE handles alpha, but this is a common problem all around.

11
Macros and Plugins / Re: TeTo : The Texturing Toolbox!
« on: October 02, 2018, 10:23:34 AM »
Hi, looks great, but is it possible to load in diffuse textures into the macro instead of a color palette?

Not yet. Although it's very easy to create a texture based on diffuse texture using file inputs and choosers in a cascade form. No macro required.

12
Bug Reports and Help / Re: SRTM Seafloor
« on: October 01, 2018, 11:53:33 AM »
Could you also send me the input heightmap? You can pm me instead of posting here.

13
Bug Reports and Help / Re: SRTM Seafloor
« on: September 16, 2018, 10:23:06 AM »
Thanks, that raises the flat seafloor to the level of the coast unless I'm missing something.

What I'm trying to do is a apply a gradient/slope from the coast level (140m) down to the current seafloor (0m) at a distance from the coast (500m?

Perhaps there is something I could do with blur and a mask.

You are indeed missing the next step. What I did here is to raise the floor to a natural level, so the transition is smooth, and then subtract an inverted seafloor terrain from that flat plane, which will scoop out the excess mass from the flat box, making it look realistically dipping. Then you can tweak that inverted seafloor terrain to your heart's content non-destructively.

14
Bug Reports and Help / Re: SRTM Seafloor
« on: September 15, 2018, 01:29:19 PM »
Combine a "constant" with the terrain, set combiner to "max" mode. Then set preview to the combiner, and then raise the constant height until the land is level at the beach. Next you can select this area using a "Height selector" on the original unmodified terrain (use height=0), and the use it as a mask when you combine the previous terrain with your "seafloor" terrain "inverted", use the "subtract" mode in this combiner.

15
Geology and Terrain / Re: What are my output mask options please ?
« on: September 10, 2018, 12:25:03 PM »
All erosion types (natural filters), output some sort of helper mask, besides the processed heightmap. For example, "Erosion" device outputs "flow, wear, and deposition" masks. You can output these using "height output" node. Also, you can use "bias/gain" filter on them to bring out some contrast and brightness, if you desire so.

About the provided example "snow", the snow device outputs a helper mask known as "snow depth mask". You can save that using a "height" output node as well. In your "examples" folder, look for "RGB Examples>(RGB) Snow Device Example".

16
Bug Reports and Help / Re: Trouble With PNG Masks
« on: September 09, 2018, 07:32:48 AM »
Alright then! Have fun with your world, and do share a screen or two when it's done!

17
Bug Reports and Help / Re: Trouble With PNG Masks
« on: September 05, 2018, 07:28:04 AM »
@kris392001: Could you send me the files? The main tmd file, and all input files (heightmap, masks).  I can test it all on my end to see what's wrong, maybe figure out a workaround if necessary.

18
Bug Reports and Help / Re: Trouble With PNG Masks
« on: September 02, 2018, 01:38:30 PM »
Okay, so the terrain drop and guttering both may be unrelated to the mask. What terrace device does, is apply a filter shaped like steps to the terrain. Sometimes a peak may be cut off, sometimes terrain may be lowered in places. Since the area is being masked, the area outside the mask isn't being lowered, causing a sharp drop and raise. I think that's what you mean by "guttering".

Also, the best practice is to have a mask with all opaque alpha. Or no alpha channel altogether. Wm works off brightness values of the image, transparency may interfere with that. I still haven't yet checked on my end what transparency does in a mask, just speculating at this point. I always delete alpha channel if I don't need one, so I haven't yet encountered any problem with that.

19
Bug Reports and Help / Re: Trouble With PNG Masks
« on: September 01, 2018, 10:46:27 AM »
In world machine, all height data, including masks, need to be black and white. RGB is for color data.

Now if I understand correctly, you are using a png alpha channel as mask. That may work with a channel splitter, but better way would be to use a simple grayscale image, preferably with floating point precision (16bits per pixel float values, tiff or png).

You need to input this mask using simple file input, and just set the scale, leaving everything as-is. The gray parts at the edges may cause some problem with terrace or erosion device, but I'm not sure about that one. I'll test on my end and report later.

20
Bug Reports and Help / Re: Trouble With PNG Masks
« on: August 31, 2018, 11:58:03 AM »
Uncheck "interpret as rgb", and use the height information as-is. Also, try inverting the mask if uncheck alone doesn't work as expected.

Pages: [1] 2 3 ... 22