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September 16, 2019, 07:18:14 pm

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1
Feature Requests / Re: mesh + displace map export
December 22, 2010, 12:23:31 pm
looks like impossible to add this feature, or Remnant thinks that don't need to anyone? :?
2
yes! it will be cool to create something like tutorial (free!) about using wm with vue, 3dsmax, etc.
3
Feature Requests / Re: mesh + displace map export
May 18, 2009, 04:16:36 am
a couple of thoughts:

1. texturing/uv mapping. when mesh generated, it will be cool, if wm additionaly generate uv map, and optionaly not just planar mapping, but unwrapped, for more precise and accurate texturing in zbrush/mudbox, and other features below :)

2. wm can generate only "object space normal maps" (in 3dmax terminology), but it will be cool, if wm can generate a tagent normal maps.

3. tagent normal map generating process is very like displace map generating :)

4. displace maps also can be used for implement features like caves or something else, that cant be realised by only height maps.

p.s. can anyone show me result of using of wm terrain+normal maps in 3dsmax or another?
4
Feature Requests / Re: mesh + displace map export
May 11, 2009, 02:21:32 am
Quote from: nikita on April 24, 2009, 03:46:20 am
This has been suggested before.
I don't do much 3d modelling but I can imagine it would be really cool to have this feature - in particular in connection with normal maps.


yes, i suggest this before here, ~1 year ago, but in another thread :)

Quote from: nikita on April 24, 2009, 03:46:20 am
I don't do much 3d modelling but I can imagine it would be really cool to have this feature - in particular in connection with normal maps.


NO! if you have a displace map you don't need normal map, because normal map is just approximation based on light/shadow (like bump), when displacement map can be REAL geometry w/o approximations!
5
Feature Requests / mesh + displace map export
April 23, 2009, 06:50:20 am
sorry for my english first, because it is not my native language.

i think, it will be a great feature, if generated landscape can be exported as a pair: low poly mesh (like 256x256, but optional) + high resolution displacement map (like 4096x4096), thats apply over that lowpoly mesh.

it will be very useful, when used renderers like vray or mentalray, where displacement is fast and accurate, and we can interact with that lowpoly mesh, modify it, will be possible to apply that displace map via masks or something else...

what do you think, community? :)
6
i hope this will be faster than displaced plane which tesselated when render.

And I hope that the author of the WM reads this forum and make displace feature.

i mean, if you have 4096x4096 lanscape, you can export 512x512 mesh (obj) landscape, and 4096x4096 displace map for details, for fast rendering by mental ray or vray
7
Quote from: nikita on November 24, 2008, 08:43:28 am
Displacement maps: You could render your terrain in 512² and in 4096². Afterwards, you'd subtract the 512²-version from the 4096-version and you get the difference that has to be added as a displacement maps.
A problem might be that most renderers probably displace along the normal of the 512-mesh. I don't know how bad this can get.

well, really, before writing my first post i'l try to subtract these maps as you suggest :) so nothing good because, as you noted, displace algorithm adds height in every polygon's normal direction, not just add height to whole mesh... and there is must be very complex calculations to get right and accurate displace map :(
this is really problem :(

Quote from: Insanto on November 25, 2008, 03:26:52 pm
i see you use 3DsMax..
i made a Heightmap generator wich will create you a displaced heightmap with sppecified renderItterations.
this results in a lowpoly mesh that "unfolds" into highPoly at rendertime.
i will post a demoversion for you guys as soon as it's fully finished.

whoa! looks like this really what i (and many others wm users) need!!!
but i dont well understand how it works? it creates mesh and displacemap yes?

btw, here is a good free .obj importer to 3dsmax, which import object correctly and much faster and stable than standard max importer :)
hope this be a useful tool: http://www.guruware.at/

8
hi to all.

first, sorry for my terrible english. :(

my first question is - how to use normal maps? it will be cool to create any tutorial about how to use normal maps from wm in 3dsmax.

and another one - it will be cool to create such feature as displace map generator. i mean if you have 4096x4096 lanscape, you can export 512x512 mesh (obj) landscape, and 4096x4096 displace map, so you can get little details when render via mental ray, vray or another powerful renderer