Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Stephen

Pages: 1 2 [3] 4 5 ... 83
General Discussion / Re: SimCity 2000 style heightmap?
« on: August 18, 2015, 04:25:09 PM »
Hi there,

Double check that your Mesh Output device has "Allow common-edge flip" enabled. Doing so will make WM use the other diagonal if doing so will cause the resulting triangulation to more closely follow the underlying surface.

General Discussion / Re: Flatten certain areas
« on: August 18, 2015, 01:57:50 PM »
I think you might need to more fully describe what you're trying to achieve, because the problem is not fully defined right now -- a big part of figuring out how to achieve a procedural goal is to make sure you've actually fully defined what you want out of the solution.

For example, it would be easy to make a terrain where the heights are rounded to some nearest value using the terrace device, then Choose between that and the original terrain, placing your terraced region only where the slopes are gentle.

But this might not be what you want -- within each gentle region, you'd still have jumps of elevation between one terrace level and the next. I suspect what you really want is to have flattened locations that are at a constant height, with regular terrain around them.

Doing this automatically is hard. if this is the goal, essentially you're looking for an automatic region segmenting and processing tool. There's plenty of edge cases to figure out in this case too -- if you have a very large low-slope area, the average value of the region isn't likely to be anything close to reasonable over the majority of it's area. In any case, there isn't anything too much like this currently in WM. The closest I can think of is using the Height-matching Chooser, but the regions produced will be smooth but not flat, as I've shown in the image attached here.

It might be helpful to tell us what you want this for -- if you're creating a map for a game, for example, you might be best off simply using the Layout Generator to draw those regions by hand; you would be able to set the elevation of the regions exactly to what you want in that case.

Works in Progress / Re: My first terrain...and hills look terrible!
« on: August 17, 2015, 03:51:42 PM »
Hi there,

I think you're being very over-critical of your terrain! It's certainly not terrible looking at all; there are many places on earth that look very much like that. If you're specifically trying to create Hawaii-style ridgelines, they are a very unique look that can be challenging to replicate -- indeed, they'd be labelled as unrealistic in many locales! --  so I wouldn't be worried that you're having difficulties.

The big questions you have to ask are:

1) To what extent are you trying to create a specific place, versus the feel of the place? If you have a specific valley in mind, for example, you'd probably want to sculpt the basic shape of the valley using the layout tool or by hand. This can give you the sharp spine and soft ribs radiating off the spine -- at the cost of having to place them all by hand...

2) If you're trying to replicate the generic feel without a specific source image in mind, then try breaking down the components of the scene, keeping in mind that what you're creating won't match the reference -- but hopefully will match the feel of it.

For #2, I'd say the major characteristics are:

 - Razor-sharp ridgelines along the spine
 - Soft ridges with deep carved gullies falling away from the primary ridge
 - Very soft, almost featureless valleys underneath the ridges

I've attached an example world where I"ve tried to replicate those three features above.

Ridged perlin provides the basic terrain; channeled erosion and thermal erosion create the basic ridge and gulley network, which has been further emphasized by carving away a blurred flow map from the terrain. Finally, the lower valley area is blurred to produce the soft hills of the lowlands.

This may or may not be representative of what you want, but hopefully it at least gives you some ideas about how to approach creating a thematic terrain!


When you are rendering out a subset of a complete tileset,  make sure "Calculate edge tiles on partial tilesets" is set to on in your tiled project settings. Without this, neighboring tiles that would have been blended into your single tile output are not created, causing a different result.

Bug Reports and Help / Re: Clamps and Tiled Export
« on: August 17, 2015, 02:49:57 PM »
In the tiled terrain project settings, you can specify tiles to export instead of exporting the entire rectangular range.


Feature Requests / Re: Detail normal maps
« on: August 17, 2015, 02:48:26 PM »
It is worth noting that if the goal is to capture the output in one megatexture-style output, that can already be done to an extent.

Specifically, it's equivalent to blending a repeating detail heightfield into the scene with a combiner -- if you want the extra detail to only show up in the normal map being output, do the combination right before (and only for) the normal map generator.

General Discussion / Re: Tiled export not symmetric
« on: August 17, 2015, 02:30:44 PM »
Hi there,

I'm not sure if I understand what you mean by not symmetric; can you elaborate a bit more?

Yes, the tiled build fail was related to the datatype-handling code and would effect all tiled builds -- the fix is now available in riverprev2.

Bug Reports and Help / Re: Clamps and Tiled Export
« on: August 13, 2015, 09:45:46 AM »
The key to understanding is that in a tiled terrain, each part of your terrain is put through the device graph separately; so when a device such as clamp in normalize mode tries to look at the entire terrain to see what the lowest and highest points are, it only is able to see the small tile that it's currently working on and use the elevation range in that tile, causing issues.

The solution is to proceed along your two-clamps route, but uncheck the normalize on the first clamp and hit the "Find Extents" button. This will duplicate the effect of a normalize operation, but using the global height range. You may or may not want to do this after doing a regular (non-tiled) build, as the find extents will use the high res data if it is present in the network.

Bug Reports and Help / Re: Most Time-Consuming Nodes? Way to debug this?
« on: August 12, 2015, 02:38:18 PM »

If you perform a normal non-tiled build, the build report lists the time taken by each device that you can use to help diagnose this. Also, the development-channel builds show the time taken by each device in the device workview so that you have access to this info even after you've dismissed the build dialog.

You can expect each doubling of resolution (1024->2048, for example) to quadruple the time taken in the best case scenario, as the number of pixels is actually the square of the set resolution; some (many) algorithms scale worse than this however, taking 8x longer or more for each doubling. Consulting the build timing data will help you isolate where your build times are coming from.

Guest Forum / Re: How long does the approval take?
« on: August 12, 2015, 02:35:23 PM »

Your registration should be approved now, for spam control we batch-approve sets of new users at a time. Sorry for the delay!

Development News / Re: SVG import in 3.0b3
« on: August 06, 2015, 06:35:51 PM »
Just a quick note that Inkscape paths (including the attached file at the start of this thread) can again be imported successfully in the upcoming 3.0.riverpreview2.

I've confirmed the issue and the fix will be included in riverpreview2, coming out this week most likely.

Geology and Terrain / Re: Height Map Scaling
« on: July 28, 2015, 03:06:02 PM »
The elevations you set in the General Setup dialog are where 0 and the maximum heightfield value are mapped to; so if you set 0..2600m in that dialog, black = 0m and white = 2600m.

Certainly make sure you're using a file format that has enough bitdepth to capture your terrain; usually 16bit is more than adequate.

Posting a picture of what you mean might be very helpful in tracking down this issue.

Hi there,

I'll take a look and see if I can replicate your problem. In general however, often problems building huge tiled builds stem from running out of disk space during the build on the drive that WM is using for temporary files.


Uncheck "seamfixing" in Preferences -> Graphic Options. There is a bug that affects certain video cards that causes the terrain to not be properly displayed in layout view with this enabled, as mentioned in the riverpreview1 known issues post.

This is fixed for the next release.

Development News / 3.0.riverpreview2 Released!
« on: July 21, 2015, 03:35:46 PM »
Riverpreview 2 is out with a host of bugfixes and improvements!

  • Full Undo/Redo finally enabled!
  • Many improvements to the River Device, including the ability to easily add new vertices to the defined path by dragging on it; setting the start and end elevations if you're not using a defined elevation gradient/datum; and fixing the corrugated look to the floodplain in some instances.
  • Fixed curvature sensing in river device which produced bad results on high res builds
  • Fix for the layout view blanking effect when seamfixing is enabled
  • Fixed SVG parse issue affecting Inkscale imports
  • Made colorizer cancel, actually, cancel
  • Scatter device bugfix where ports don't get remade on load
  • Tiled output bug in riverpreview1 fixed
  • Fixed several crash bugs thanks to reported crashes!

Hi there,

Are you sure you're running the latest Dev Channel version? It is installed under "World Machine Development Channel" in your start menu. You can verify by going to Help&Web->About and making sure you're using 3.0.riverpreview1.

Feature Requests / Re: Detail normal maps
« on: July 15, 2015, 07:35:25 PM »
Hi there,

Yes, this is an interesting idea. In general, there are a whole set of ideas dealing with using localspace textures and normalmaps that haven't been strongly pursued yet.

Development News / Re: 3.0.riverpreview1 Released
« on: July 13, 2015, 01:18:50 PM »
Hi Naima,

1) Yes -- the gradient of the river is currently specified numerically. In the next release, the ability to set the endpoint elevations from the terrain will be added.

2&3) The river path is specified manually -- see the conversation above about the perils of using flow maps on artificial landscapes. This might make more sense for tributaries and such

4) Sort of -- the new active masking of the erosion device can use the river channel to transport away sediment from the landscape as water runs into the river. The actual sediment carrying capacity, however, is not modelled.

5) Dried rivers -- sure, a dry riverbed is simply a river, with no water...

Pages: 1 2 [3] 4 5 ... 83