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May 20, 2019, 06:19:28 pm


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Messages - JakBB

Geology and Terrain / Re: Different colored terraces
March 10, 2018, 06:16:36 am
Quote from: sfriedberg on February 26, 2018, 08:48:00 pm
I don't think your link did what you intended.  It leads to an entire photo album of Roger Dean covers, and none of the first 30 or 40 have the sort of colored terrace effect you were asking about.  Please link to a single image, instead of a large gallery.

For me it works, here is a picture of what OP is talking about (circled in red)
Quote from: Guus on January 11, 2018, 02:41:30 am
I know I am necroing a chat here, but I think JakBB is still active.

Regardless, I am trying to do the exact same thing. I seem to struggle to actually recreate realistic mountain chains, not so much singular mountains. Though, I would love to discuss how people go about creating them, and perhaps swap details of workflow, et cetera.

One thing I struggle with in addition with mountains is proper terrace modulation - I'm just not sure how to make it look natural. I have tried gradients but they look strange, so I must be either using them wrong or shouldn't be using them at all.

Furthermore, this is pointed at JakBB, don't you stream WorldMachine? I think I joined one of your streams as Lothiredon at some point, might be mistaken.


Hey yes I streamed World Machine a couple of times.

For terrace modulation I recommend not having too much height variation in the modulation input or it will look weird, especially if there are steep areas in it.

For mountain chains there is no real way right now to get anything close to the real life mountain chains (those that look like fractals), but maybe there will be an update soon™ that implements something that could help us.

Right now your best shot is eroding very heavily and using that as a shape for the mountain ridge.
General Discussion / Re: Island with SRTM data
June 14, 2017, 06:38:43 am
Use a height selector to select only the ocean, then use a blur on the selector to make it fall off gradually and subtract the output from the original terrain, which you need to combine on "add" to a constant generator, so that when you subtract the ocean you don't go under the lowest value and end up with a flat ocean floor again
General Discussion / Re: Exporting maps for masks
June 02, 2017, 04:23:33 am
You use the normal height output, just like you would to export a normal heightmap
What's your combiner set to?
Try setting it to Max at full effect
Can you check if the erosion seeds are the same? The erosion device also has a seed.

If it does change you can plug an integer into the seed of the erosion so it always stays the same
General Discussion / Re: Single tillable tile
May 24, 2017, 11:34:43 pm
If you are talking about tiling like in Substance Designer that is not possible in World Machine
There is no real solution, just make sure you don't have inverse filter enabled and try to distort the whole terrain afterwards
That example has a bit too much branching going on, but something similar can be achieved by heavily eroding a terrain, to the point where it's almost flat, then clamping it to make it steep again, use that as a base mesh for further modifications
No, for smaller scale environments just use Advanced Perlins and voronoises as a base, or layout generators if you want to have more control over the shape.

If you are only doing a single mountain keeping it accurate on a hydrological level doesn't really matter
There are two possible locations I know of, one is a folder called "WM Temp" located in the base folder of your drive;
The other option is the virtual memory called pagefile.sys, it's a tool Windows uses when it runs out of physical RAM, there are a lot of guides out there on how to manually clear your pagefile.sys
General Discussion / Re: coast island
May 05, 2017, 10:33:26 am
Yes you need masks for the coastal erosion, try either a slope selector or a deposition mask from the erosion as the mask for the coastal erosion
If the road algorithms are in World Machine they made them by writing new devices through the PDK, so it's not Vanilla World Machine.

Although they could have made them externally, that would have been much easier, so they probably did.

EDIT: actually it says in the article that they used Houdini for the roads
Actually for mars there is a very big dataset with hand picked individual pieces downloadable here http://www.uahirise.org/dtm/ some of them look really interesting.
For venus I'm not sure but a quick google search reveals that there is data available to the public
The amount of real world terrain data out there is huge, another great resource is https://earthexplorer.usgs.gov/ and http://www.opentopography.org/ although those are much more advanced and require a bit of knowledge or fiddling around to import into World Machine
I think your project is way too ambitious if you are new to World Machine and I also don't think anyone is willing to create a project with your specifications to explain the process.

I recommend you check some of the examples provided by World Machine itself under "WorldMachine Documents/Examples".
If you have one of the latest dev releases there is an example called "Triple Terrain Type Continent" and if you don't have the dev version there are other examples, like the "Combining terrain types" or "Height Chooser Scene example"
Guest Forum / Re: Facebook Page Closed Group?
April 21, 2017, 07:52:29 am
You are definitely not the first person with the same complaint, but I suppose there is no real solution to this problem, since I barely doubt that enough people will be active on this forum if we close the Facebook group, especially since it wasn't the case when the group didn't exist yet.

Someone already tried doing the same with a Slack group, but that place was less active than the forums.

I guess the best solution for people not wanting to use Facebook is creating a fake account and using it only for the group.
These are actually really hard or impossible to achieve in World Machine procedurally since those mountains follow a very accurate and realistic big scale hydrological river system.
World Machine right now actually works better for up close mountains like this rudimentary scene I made as an example:

To demonstrate what makes it impossible to create such shapes as of right now this is what the scene I made looks like at a distance

As you can see it follows no realistic structure.

The most feasible solution to this would be to write your own device with the SDK to generate fractals, which actually resemble the branching structure of real world river systems.

But if you are patient enough there seems to be another solution on the far horizon: on one of the latest blog posts Stephen secretly shared images of a new river/erosion system he has been working on (i presume), here is an image he teased us with:

With this new system you probably would be able to recreate something that resembles the screenshot you sent.

Last but not least I recommend you to use real world data, like SRTM, which can be easily downloaded from here https://terrain.party/

That's a great idea and I think there should be an official repository for World Machine project files, like the macro library.

I find that looking at projects made by others is the most useful resource for learning World Machine, so instead of having only a couple of examples by Stephen itself it would be great to have a huge library with community submitted content, organized in categories, with descriptions and tags.
General Discussion / Re: Tileable terrain
April 19, 2017, 05:58:19 am
Have you tried the merge to single file option and see if they are seamless that way? Also try and change the blending percentage, most of the times it needs a lot of tweaking to make it look right