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September 18, 2019, 02:47:43 pm


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Messages - Demostenes

Feature Requests / Dunes
September 02, 2019, 06:29:24 am
As far as I know, there no simple way, how to make realistic looking dunes. Currently I am generating dunes via simple filter in other tool and importing as height map into WM workflow, but I would really like to have terrain 100% made in WM, current approach has some limits. Would be possible to add some filter, or macro? Thanks.
Feature Requests / Re: Spherical worlds
June 19, 2019, 06:00:32 am
Only game engine on the market, which will support planet out of box will be Unigine, probably since release 2.9 (Q2 2019). So currently there is no need for such tool.
Quote from: Stephen on January 24, 2014, 11:56:50 amOf course, if you said "this is a lot of work to do for each texture!" you'd be right. That's why this kind of functionality will become a simple built-in operation very soon.

Hello, where can I find this functionality? I was searching reference guide for local space and placer devices, but nothing there. Thanks!
Quote from: WFab on June 11, 2019, 04:16:01 am@Demostenes: I do my textures in world machine itself, using photo textures. I also sometimes mix em up in blender, when world machine ones look bad in ambient light. I'll link some examples here:


Procedurally placing textures in the close range is probably your best bet. Even at 8k, there's not enough detail to go closer than 300m.

Thanks, placing textures in WM is good idea, but I never tried it.

I know, combining both approaches is only way how to do it. Tiled procedural textures for slow distance and slowly blend into big terrain texture, which can be even some satellite photo, etc...Each game is doing it like that nowdays.
Ok, thanks. What external app are you using for final texturing and renders? Vue? Terragen? I am looking for way how to do the best terrain texture, it will be used in game engine. Close distance is solved via exported masks and proceduraly placed textures, so this is no problem. But I would like to "cheat" and put into terrrain texture, which is used for bigger distance, more detail, than actual splats are producing. I have so far not bad results with WM and WC2, but still there is big space for improvement.
Quote from: WFab on June 05, 2019, 09:33:54 pm@Demostenes Yeah it's working with the latest version. I use it for some rich previews internally.

Is it usable for producton outputs? Or there are some limits?
Seems like good timesaver, anybody knows if it works with latest versions?
Quote from: ilbiffi on March 08, 2016, 10:13:49 am
Quote from: Demostenes on March 08, 2016, 10:08:49 am
There are already World generating tools with GPU support

Which ones?

World-creator (former GEO control). Almost everything is realtime.
Feature Requests / Re: GPGPU enhancments/Multiscreen
February 19, 2017, 08:30:07 am
I think this is more and more actual. This project shows, that it is perfectly possible and that it tremendously increases productivity, because you can iterate 1000x faster (even in real time):


WM has best erosion filters and flexibility by far, but this is something, which will be game changer. I would accept feature freeze for any time time period in exchange for GPU support, because iterating is now very slow, especially with more complex projects.
Quote from: ronan.thibaudau on January 11, 2016, 10:27:16 am

Down the road will buy a 2TB 80core+ server.

Impressive. But this is not proper way to go. Proper way is redesign of application to be not so memory hungry and GPU support. There are already World generating tools with GPU support, for example height map generation is 100x faster.
Bug Reports and Help / makro save
June 19, 2015, 07:13:37 am
When I open existing makro and do some changes I do not know how to save it. Selecting devices does not give me option to export as makro, saving whole project does not affect makro (which makes sense). Probably stupid question, but I didnt find how.
+1 for this  :D
General Discussion / river tool
June 02, 2015, 07:51:14 am
My idea is following. Select area, specify duration and strength of the rain and it would automatically carve rivers and streams into height map + provide mask for texturing river/stream basin. Would be possible to do something like this with existing tools? I was thinking to use flow map somehow, but this is not exactly it...

General Discussion / Re: How to Re-Flow
May 25, 2015, 01:52:52 am
Quote from: Remnant on May 11, 2015, 07:23:49 pm

The solution is simple however -- create an erosion device with a short duration, and use it to generate the maps -- then discard the terrain output, but use the resulting flow/sed maps.

I tried this sometime ago, but such erosion map didnt fit much original height map. But i will try again play more with erosion settings. Thanks.
Basic Britannia map was 4096*4096 units (1 unit cca 1 meter) and from -128 to 128 height. So very flat and ugly in real life....
Guest Forum / Re: Very Steep cliffs
May 10, 2015, 01:57:37 am
Meshes or use triplanar shader for steep terrain parts.
General Discussion / Re: How to Re-Flow
May 09, 2015, 03:50:34 am
Quote from: Maximum-Dev on April 16, 2015, 04:20:03 am
Hi there,

Since I can't see what's happening behind the erosion node, I was wondering how can I get flow and deposition maps of a terrain without running it through an erosion node?

I am also curious, this would help me a lot.
General Discussion / texture instead of color
October 28, 2014, 03:12:08 am
It is possible to use texture instead of color when colorizing terrain? It would make rusults even better...
General Discussion / Re: flow map generation
September 06, 2013, 04:15:53 am
Thanks a lot for good idea, i will try!