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Messages - Xenobite

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General Discussion / Re: Colorizer too smooth..
« on: October 23, 2016, 05:40:53 PM »
if your input texture has too low contrast you can always add clamp node (use Expand mode) and use sliders to boost height range
you can also mix expanded result with some fractal/noise (perlin,...) before going to colorizer

General Discussion / Re: Is this area moderated too?
« on: October 23, 2016, 05:31:53 PM »
upgraded to pro (+v2)

Macros and Plugins / Re: TeTo : The Texturing Toolbox!
« on: May 23, 2016, 11:11:29 AM »
these are awesome macros!

worth every dime! (and much more ;))

General Discussion / Re: Generate a "placement map" in WM
« on: March 11, 2016, 12:34:24 PM »
you should check some 3rd party assets like:!/content/7065
for placing grass and trees and more!/content/5664
for better shading!/content/14954
scattering stuff

there might be some other assets but I would recommend these

Macros and Plugins / Re: Input masks in Geoglyph
« on: February 28, 2016, 10:52:17 AM »
you can use anything as mask
height, slope, erosion, flow, deposition, layout generator, imported image, perlins, voronoi etc
and you can even apply other effects on these masks before you use them as masks

Macros and Plugins / Re: Basic Splatmap Macro
« on: February 28, 2016, 10:47:11 AM »
R G B and A channels will keep their information
even if your alpha makes image look super transparent, data in R G B is preserved - it is only a matter of "how you are previewing and displaying alpha channel"
so you can have all 4 splatmap channels and not worry at all :)

Guest Forum / Re: Importing roads and generating terrain around it
« on: February 28, 2016, 10:41:03 AM »
you can't import the road mesh into WM (as 3d model) but what you can do is

in 3d app apply planar texture projection from "side view", then use some "unlit/constant" material (I use XSI so I'm not sure how those are named in blender)
and apply gradient texture from black to white where white color is at the top and black at the bottom

* you might want to add some flat plane mesh under your road mesh for "reference" and later sizing of terrain

then render top view as 16 bit per channel image (tiff or png or something like that)
also render "alpha/mask" for that road mesh (also top view)

you can import this road heightmap and mask in WM and you can use these to blend terrain with your road (as close as you can)

in WM you should also use clamping to set the "height range" that your road is supposed to use

to make smoother blend with road you can play with levels/curves/clamps and BLUR to increase mask and smooth it

when youre done with terrain, export it as heightmap to displace subdivided plane in blender or export as OBJ

back in blender, you will have to play with your exported terrain mesh a bit to fit your road mesh as best you can (moving and streching) and then you can try reducing polycount or such on the mesh and blend road mesh with your terrain mesh (manualy) in case you want your road mesh and terrain to be one single mesh

there are many other workflows and tools you can use to combine these - depends on where you want to use your terrain and road mesh

for example you can use unity and some road making asset or Unreal engine 4 etc...

General Discussion / Re: Newbie need your help
« on: January 29, 2016, 01:56:05 AM »
you can also use some blur + clamp/curves to smooth and "extend" your mask to get nicer blending with surrounding terrain or draw new shape(s) with layout generator
- you can control width of "falloff" and also add some "fractalness" with edge breakup for more natural look

General Discussion / Re: Multiple splatmaps possible?
« on: January 29, 2016, 01:26:59 AM »
I would recommend some 3rd party solutions for unity terrains - for example RTP shaders
(pretty much a must have asset if you want to make at least semi decent terrains)!/content/5664

with these you can use more than just one 4 channel (RGB+A) splatmap, also this asset comes with many other great things like blending meshes with terrain - great for adding cliffs and overhanging geometry, ways to break up visilble tiling and many many more features

you can se it in action here:

General Discussion / Re: Using World Machine to create rock topology?
« on: January 28, 2016, 07:21:20 AM »
I would recommend Substance Designer/Painter for making textures (not just heightmaps but whole set of PBR textures), but yes, you could make decent heightmap textures with WM I just don't know how to tile them, but you can use them for example in ZBrush or Mudbox or such and "paint" them directly on your mesh

Macros and Plugins / Re: Colorize & Colorizer devices
« on: December 11, 2015, 08:59:51 AM »
wasnt able to find it but if you want simplest 2 color mixing you can create two Color Generator nodes, and plug them into Chooser

but you will get much better results if you play with gradients so you don't just use colors from heights but you can also create all kinds of variations using erosion, flow etc maps and you can combine colored versions with other maps etc
possibilities are endless

small tip: you can use Clamp node (and others) for better control over color ranges in gradients - for example you can "push" your greyscale values to use gradient parts that you want

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