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September 20, 2019, 04:15:05 pm


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Messages - WFab

Wm masks tend to be smooth around the edges, which creates problems when exporting to engines that have optimizations in engine that handle alpha differently, especially when you export masks in an 8 bit format. Try to keep your masks at 1 and 0, no halfway greys. You can get away with small amounts, thin bands, for smooth transition. Use bias/gain device for cleaning up the mask. I don't have extensive knowledge of how UE handles alpha, but this is a common problem all around.
Macros and Plugins / Re: TeTo : The Texturing Toolbox!
October 02, 2018, 10:23:34 am
Quote from: CoGaTe on October 01, 2018, 04:40:06 pm
Hi, looks great, but is it possible to load in diffuse textures into the macro instead of a color palette?

Not yet. Although it's very easy to create a texture based on diffuse texture using file inputs and choosers in a cascade form. No macro required.
Bug Reports and Help / Re: SRTM Seafloor
October 01, 2018, 11:53:33 am
Could you also send me the input heightmap? You can pm me instead of posting here.
Bug Reports and Help / Re: SRTM Seafloor
September 16, 2018, 10:23:06 am
Quote from: kris392001 on September 15, 2018, 10:56:16 pm
Thanks, that raises the flat seafloor to the level of the coast unless I'm missing something.

What I'm trying to do is a apply a gradient/slope from the coast level (140m) down to the current seafloor (0m) at a distance from the coast (500m?

Perhaps there is something I could do with blur and a mask.

You are indeed missing the next step. What I did here is to raise the floor to a natural level, so the transition is smooth, and then subtract an inverted seafloor terrain from that flat plane, which will scoop out the excess mass from the flat box, making it look realistically dipping. Then you can tweak that inverted seafloor terrain to your heart's content non-destructively.
Bug Reports and Help / Re: SRTM Seafloor
September 15, 2018, 01:29:19 pm
Combine a "constant" with the terrain, set combiner to "max" mode. Then set preview to the combiner, and then raise the constant height until the land is level at the beach. Next you can select this area using a "Height selector" on the original unmodified terrain (use height=0), and the use it as a mask when you combine the previous terrain with your "seafloor" terrain "inverted", use the "subtract" mode in this combiner.
All erosion types (natural filters), output some sort of helper mask, besides the processed heightmap. For example, "Erosion" device outputs "flow, wear, and deposition" masks. You can output these using "height output" node. Also, you can use "bias/gain" filter on them to bring out some contrast and brightness, if you desire so.

About the provided example "snow", the snow device outputs a helper mask known as "snow depth mask". You can save that using a "height" output node as well. In your "examples" folder, look for "RGB Examples>(RGB) Snow Device Example".
Bug Reports and Help / Re: Trouble With PNG Masks
September 09, 2018, 07:32:48 am
Alright then! Have fun with your world, and do share a screen or two when it's done!
Bug Reports and Help / Re: Trouble With PNG Masks
September 05, 2018, 07:28:04 am
@kris392001: Could you send me the files? The main tmd file, and all input files (heightmap, masks).  I can test it all on my end to see what's wrong, maybe figure out a workaround if necessary.
Bug Reports and Help / Re: Trouble With PNG Masks
September 02, 2018, 01:38:30 pm
Okay, so the terrain drop and guttering both may be unrelated to the mask. What terrace device does, is apply a filter shaped like steps to the terrain. Sometimes a peak may be cut off, sometimes terrain may be lowered in places. Since the area is being masked, the area outside the mask isn't being lowered, causing a sharp drop and raise. I think that's what you mean by "guttering".

Also, the best practice is to have a mask with all opaque alpha. Or no alpha channel altogether. Wm works off brightness values of the image, transparency may interfere with that. I still haven't yet checked on my end what transparency does in a mask, just speculating at this point. I always delete alpha channel if I don't need one, so I haven't yet encountered any problem with that.
Bug Reports and Help / Re: Trouble With PNG Masks
September 01, 2018, 10:46:27 am
In world machine, all height data, including masks, need to be black and white. RGB is for color data.

Now if I understand correctly, you are using a png alpha channel as mask. That may work with a channel splitter, but better way would be to use a simple grayscale image, preferably with floating point precision (16bits per pixel float values, tiff or png).

You need to input this mask using simple file input, and just set the scale, leaving everything as-is. The gray parts at the edges may cause some problem with terrace or erosion device, but I'm not sure about that one. I'll test on my end and report later.
Bug Reports and Help / Re: Trouble With PNG Masks
August 31, 2018, 11:58:03 am
Uncheck "interpret as rgb", and use the height information as-is. Also, try inverting the mask if uncheck alone doesn't work as expected.
"A picture speaks a thousand words". Screenshots help solving a problem. Tip for the next time.

From your explanation, I guess you have a heightmap and a texture. You want to overlay the texture on the terrain, and visualize the output. Similar to the screenshot attached.

You can input a color texture using the "file input" node. Check the box named "interpret as RGB. Then import your color map. Heightmap can similarly be imported in in other file input with "interpret as RGB" unchecked.
Next add an "overlay view" device from "outputs" tab. Plug the heightmap into the first input, texture into the second (screenshot attached). Then build the world at your preferred resolution, and switch to 3D view. Select "overlay view" to see it's output.

Do let me know if it works for you. Following this thread.
Works in Progress / Re: Speed Build Practice
August 23, 2018, 04:06:44 am
Very nice, especially for a quick whip! Following the thread.
You should check the device reference for the older devices like this. Not much has changed with it over the years.
Guest Forum / Re: Simplex noise and custom nodes
June 28, 2018, 05:35:36 am
Also, do check out the development blog for latest updates. http://www.world-machine.com/blog/
Guest Forum / Re: Simplex noise and custom nodes
June 28, 2018, 05:34:08 am
1. No simplex noise. But you can use displacement node to introduce some distortion. You can also input custom noise into the displacement node.
2. Don't know.
3. Yes, there's a plugin development kit. It's a bit dated, and developed as kind of a "side note". But quiet functional. It's updated with most wm versions. Check out the "plugin development" forum on the main page.

Side note, a lot of things that seem like artifacts in the free version, are gone when built at higher resolutions in the pro version. You can request a limited trial version of the pro before buying. Try that one first.
Erosion simulation is very much resolution dependent. When you switch to smaller extents, build resolution remains the same, while size decreases. So there are essentially more channels than the bigger one, relative to the sizes.

Easier would be to cut up the mesh itself. Or create individual features first, then the base, and then mix it up in the frame.
Try creating a rough terrain shape first, then blur the whole terrain to look like snow, masking out the rocky bits. I've tried this a few times, end up doing something in the texture most of the time. World machine filters aren't too accurate at that small scale.
Plug a "Radial gradient" generator into mask input of "file input", the one that you use to import the original terrain. Use radial gradient to adjust the influence or shape of zero edge.
That's natural. The simulation nodes like erosion, thermal erosion, snow simulate nature's forces on your terrain. Takes a lot of time, computing power, and memory to accomplish.