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October 13, 2019, 07:09:40 pm


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Messages - Polynaught

Guest Forum / Re: Are The Mods Dead?
August 31, 2019, 02:39:28 am
That is soooo depressing to read.
Seems like Discord kind of dissipates all the special knowledge into small locked groups where it never leaves again - and once these groups "die", the knowledge also gets lost because it cannot be "googled". Some backyard Discord server might have these conversations stored, but nobody ever will be able to find it.
Is this the way the internet will evolve? From open (open-minded, open source) to closed and lost? Hopefully not.
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.
Macros and Plugins / Re: ROTATE elements
August 28, 2019, 11:34:16 am
Wondering the same. A rotation macro alone would be great. But having that inside the object placer or instance scatter macro would be very useful, too.
Development News / Re: Dev Silent in Forum and Blog
December 22, 2016, 03:43:21 pm
So what's up with WM development?
2.3 didn't get the promised upgrade instead we were asked to pay for 3 ... not even a discount for 2.3 owners? What's on your roadmap? Are you still alive?
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. :)
Done. Thx for taking the time.
Hey Remnant,

to me the file looks ok. I can open it inside Photoshop just fine by setting its channels to 1, Interleave off, color depth to 16bit and byte order to IBM PC.
It even got more interesting right now. Yesterday I created a graph from scratch and threw in the "from file" generator device. It could load the *.raw file just fine. So I copied the device into memory and switched over to the graph that already existed and which wouldn't load the *.raw file anymore.
I pasted the device from memory into the graph and voila WM correctly recognized the data. This way I could reroute the wires inside that graph to the new "from file" generator and delete the old generator. WM was perfectly able to evaluate the graph and give me the desired outputs.
I saved the graph and exited WM.
Today I restarted WM and reopened that same graph file. All wires are displayed as dashed lines. The error originates in the pasted device - all I see when opening the "from file" device is a blank preview and that message. Trying to load another *.raw image yields no different results.
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).
Feature Requests / Re: OpenEXR File Reads + Outputs
December 25, 2013, 09:31:48 am
I second this.  :)
General Discussion / Re: Unity3d to Worldmachine and back
December 12, 2013, 01:33:20 am
Hi Remnant,

thx for answering :)
Being in proportion horizontally wasn't the problem - I've set the World Project Parameters to the Unity equivalent size as well as the file input node. But I couldn't find a way for WM to interpret the height data the same way as Unity did.
Thx for pointing me at the world elevation settings... somehow I must have overlooked them. I was staring at the file input node and the first section of the project parameters but I didn't think of looking for the height interpretation anywhere else. If it's not only me who found this to be unintuitive you may think of putting that option on the "Render Extents and Normal Build Resolution" as well. Seems to better fit in there.
Anyway, problem seems to be solved. Thx again.
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?