Late reply, I know... But I have been off for a while due to other priorities.
As I can see you are refering to my answer. It's been a while since I last laid my hands on WM, but I remember this case.
So, I know I might have sounded a bit greek on that reply (because I am Greek! hahaha...ha......*funny joke* :|), so it's not your fault for not understanding. I will try to put it as simply as I can. Unfortunately, my pc broke a while ago, and I am typing from one that cannot handle WM. So, I will not give you a formula, instead I will try to help you understand how it works, so you make it freely yourself and in your style. :)
Simply put, from my emperical research on nature, my observation is that smooth sandy terrain landasses occur on the flowing parts of the landmass, or on the "insides" of the coastline, not all-around, except for some cases that the sandy landmass is high, or affected by natural phenomenons, like wind, thermal weathering, or sea weathering.
So, along a coastline: sand -> "insides" rocks -> "outsides"
As a start, try masking a coast erosion on the deposition output of the common erosion. And see where you get from there. Not the flow one, it won't look that good. Here is a simply (and little bad) example: _______________ ______________ |EROSION |-------------------|COAST EROSION| | flow output| | mask input | | wear output| | |deposition output|-----------------------------|
There is a better and more realistic idea, which I was working a year ago, that works with maxing an erosion over another, though simple, pretty complicated to explain... So, your best bet here is when I have the chance to show you a .tmd example...
So, after a really long time, I decided to rework this project and find a solution to the problems, especially the one concerning rocks, and I think I achieved pretty convincing results!
@ozdeadmeat, I have spent a lot of time on this project, so I would prefer not to distribute it for the moment, sorry. Maybe I can make a quick tutorial file and upload it sometime. I have uploaded a Ctest.tmd in the first post, that shows some technice about how to create a ridged mountain like this one, but it's pretty old, still though it's useful. You should try that out, if you haven't already.
I know this thread is pretty old, but I think it's important to post this, because it has to do with an important issue about islands.
World Machine coast erosion, though really useful, it isn't enough for making a realistic island coastline.
What you can do as a start for an island is: For heightmap: 1)Use a simple eroded advanced perlin. Use a preset erosion like flood of slurry, or something, that doesn't have either low or very high sediment carry amount. 2)Mask it using a gaussian mask or something, within the extents. 3)Use Coast erosion masked on the deposition output of erosion. Also make sure you have reduced its hardness using a low-height constant hooked on the hardness input of coast erosion, because even reducing the beach size to the lowest value, it will still be pretty big compared to real world beaches.
For textures: 1)Basic coverage, but don't consider the sand texture to be the actual beach one. 2)Use equalized beach map output for beach, combined(max) with a height selector which includes all underwater+1 to 2 meters, with offset preferably to something very close to 0. (here experiment a bit, until you get a consistent beach mask) Also the height output has to be masked by deposition output from erosion. The rest underwater part should be mostly rocks.
Though examples are best than words, so I will see if I can make a simple example for you in the near future.
Here is a picture of a part of a Mediterranean terrain I am making in WM, that follows this technique. This is pretty advanced, but it kinda shows what I am talking about. Very simply, the "insides" of the coastline should be beach, whereas the "outsides" capes and rocky surfaces. This doesn't happen always in real world, but it's most common and a good way to make realistic islands in WM.
EDIT:Posted another image that shows the water position
@Remnant, yes I will blur the texture a bit more, however the real issue is with the mask used for the shape of the rocks. Take a look at my last posted .tmd file here to see the method I used. Unfortunately that mask doesn't really work for the peaks, neither convexity would help. So, I am trying to find a way to apply rocks all over the terrain, but use erosion for smoothing parts, without destroying the realistic pyramid-like overall look of the terrain.
@WFab, I am not sure if I understand exactly what you mean, but if I get this right, it isn't actually erosion the issue. The problem is with the rocks' mask. You could check the last .tmd I posted here, to see my method and maybe you can think of a solution. And I know about the super erosion device. It's really nice! Maybe I will buy it in the future.
Anyway, so far I have just showed part of the whole project. It's actually a 30x30km island, that I am working on about a year or so. I created about 4 different climate types, inspired by Corsica. :) The dotty green colours represent the trees.
So, it's been a couple of months since I put this project on hold. I managed to achieve a quite satishying result. The only thing I am not very satisfied for, is the transition between the rocks and the rest of the ground. They are applied after the thermal weathering, but they look pretty artificial. So, how do you suggest I should improve it?
Here are 2 pics. The first from World Machine (don't mind the weird edges) and the second what I am trying to achieve.
Sorry for that, here are the images: http://rapidshare.com/files/729348049/images.zip (couldn't upload here because of the size). Also, I think I have found the solution to my problem, but I would like your thoughts. :) (download the updated file below)