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September 19, 2019, 07:36:21 am


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Messages - ilbiffi

Geology and Terrain / Re: Ideas on making caves
March 11, 2016, 07:28:26 am
I don't think WM is the right tool for a cave, it generates a heightmap, so it can't handle these things. You could generate some rough rounded terrain but then you would need a 3d tool to excavate it and create a ceiling.
Quote from: Demostenes on March 08, 2016, 10:08:49 am
There are already World generating tools with GPU support

Which ones?
Quote from: ronan.thibaudau on January 01, 2016, 11:21:55 am
Also i'm going to have a pretty beefy server soon again, let me know if you'd be interested in having a very high resolution render done for free (if you're using a version of WM i have access to). Depending on how hungry your graph is i could go pretty high (i've done decently complex graphs at 128 000 X 128 000).

Hi Ronan, what are the specs of your server? I wonder if it has 1tb of RAM or something else.
Sorry for the long title, but I'm wondering if someone has ever used a non standard output, different than the classic power of two e.g. 256x256, 512x512, 1024x1024 and so on.
In particular I'd like to have an output of 1000x1000 to ease some calculations on game engine world units, but the program warns you of "unusual behavior with some devices". Strangely enough the warning is only on tiled builds, not on normal ones.
I don't want to find nasty surprises later on, what's your opinion on this kind of output?
I mean that personally I've found no decent way to crop a mountain so that the shape of continent is preserved, rather I let the mountain merge with the continent itself. Otherwise I didn't understand your request.
My solution was to have a base island or continent, put a mountain on it, and then add any extra terrain added by the mountain. In practice you let your mountains draw the outline of your islands. Otherwise I've found any kind of method to "cut" the mountain so that it fits the base island too rough.
General Discussion / Re: Falling Streaks
September 21, 2015, 04:54:13 am
Hi Ali, you might want to take a look at the erosion tool, and the various output maps (flow, deposition, wear), you can play with these and assign them highly contrasting colours. Also, play with the erosion settings to have these output maps produce more or less marked results.
General Discussion / Re: Flatten certain areas
August 21, 2015, 11:51:20 pm
You have to experiment a bit more, I don't have the program on this pc, but I can tell you can set the units of measure in the preferences, it's either meters or wm units.
You can also set how much tall will be the highest object in your project, the default is around 2200 meters if I'm right.
Once you know this then if you make a mountain at the highest height you can set the number of terraces according to the desired height of each step. So let's say you want to use wm units as the unit of measure, then you know that if a mountain is 1000 units tall, and you apply a terrace with 10 steps then each step will be 100 units tall.
Of course you can apply the terrace to only a certain portion of your terrain, for example by using the height selector you can decide that the terrace will be applied from unit 238 to unit 528, in that case if your terrace still has 10 steps each step will be 29 units tall.
General Discussion / Re: Flatten certain areas
August 14, 2015, 01:08:23 pm
You've got the terrace filter, otherwise you have to use the slope selector and try one of the available filters.
Geology and Terrain / Re: Height Map Scaling
July 27, 2015, 01:33:46 am
It happened to me also, can't remember the exact format but the solution was to change the bit depth of the output (I think in the end I used png 8 bits per channel).
+1 for GPU
Memory also is an issue for my needs, there's some builds that would require 2tb of ram to produce so I had to remove tons of features. If the application could be clustered in an hpc environment that would be cool as well.
By the way I'm not sure how Stephen works (I think he's alone) but I'd be happy to fund him on kickstarter or elsewhere if this could help him hire other people.
Guest Forum / Re: Build resolution over 16.000?
July 19, 2015, 12:00:13 pm
Maybe the layout generator has got too much detail?
Guest Forum / Re: Issues making 'badlands' terrain
July 19, 2015, 11:58:51 am
This is an example for you to study. Two very different generators are combined and masked. The mask can be any source you prefer, but it will have an effect on the shape of those spikey areas you want to achieve.
You don't need a specific tool you can "paint" your road on your terrain you just don't have to merge the heightmaps, just the textures.
General Discussion / Re: Random Height Variations
June 18, 2015, 12:05:16 am
It should not happen if your secondary layout is as big as the main one. In this secondary mask your height variations can change either dramatically or smoothly and this will be reflected in the final combined terrain. Can you post your attempt?
General Discussion / Re: Random Height Variations
June 17, 2015, 12:44:54 pm
Create another layout which will represent your height variations then combine the two layouts with the "combiner" tool and experiment with the various methods.
For your case you might want to check e-on sofware VUE, it has many tools for creating vegetation and atmospheric effects. World machine is more for creating landforms, but has no sculpting tools, everything is procedural.
If you want true fantasy style maps check Campaign Cartographer, although it's a cad software and I find it very complex to use.
Geology and Terrain / Re: Steps (as in Stairs)
June 14, 2015, 09:32:59 am
Use a gradient as a generator and modify it with terrace.
Can you paste your attempt?