• Welcome to World Machine Community. Please login or sign up.
 
May 24, 2019, 10:48:07 pm

News:

Read the Development Diary for an inside look at World Machine's progress!


Recent posts

Pages1 2 3 ... 10
1
Feature Requests / Much larger radii/falloffs on ...
Last post by sfriedberg - May 21, 2019, 01:39:12 pm
I recently begun one of these "real world scale" projects, with an extent of about 2500km by 2100km and an elevation limit of 3750m.  Output size is maxed out at 16k width.  The 80km limit on layout shape falloff, and the 8km limit on shape breakup, are far too abrupt to use shapes to control the overall base elevation.  Similarly, the 512km limit on radial gradient is not large enough to encompass some accurately sized "high plains" layout shapes.

Specific example:  A high plateau region with 1200m elevation, needs to run smoothly all the way down to 0m elevation over a distance of about 750km.  (It's not the same shape, but think Kansas or Colorado east of the Rockies, nearly a tilted plane.)  When defining the plateau with a layout shape, the entire elevation change takes place in no more than 80km.  Actually, the plateau needs asymmetric falloff around the perimeter, so I really need to blend several layout shapes, one of them masking a linear gradient, but the range on linear gradients is not enough to cover the necessary 750km.

Frankly, I expected to run out of memory before functionality, but 64GB and 24 threads has been quite ample to work on a project of this size, provided you don't tweak the larger layout shapes endlessly.  However, I cannot build the overall elevation contours I need because the (relatively) short scale limits prevent subtle blending of layout shapes at differing elevations.  Advanced Perlin is to provide appropriate random variation on top of these base elevations, which are designed (or surveyed) and not produced by a random process.

I will be restarting my project at a smaller scale, but would encourage substantially larger limits on these features to support "real world scale".  The layout shape falloff limit is the most critical, as I can use that to mask almost anything else.
2
Feature Requests / Import of closed smooth curves...
Last post by sfriedberg - May 21, 2019, 01:18:06 pm
There are ancient messages on the forums about how imported curves are recognized as polygons:  empty stroke, non-empty fill.  However, that's not the complete list of requirements.  Imported SVG curves must also be polylines.  SVG Bezier curves, even with empty stroke and non-empty fill, are only imported as linear features.

Issue #1: I work over the imported curves in the source application, so I want to preserve Bezier handles during import.  The source application is much more convenient than WM to use for curve tweaking, matching curves to sketched original images, etc.
Issue #2: You can weld the first and last vertexes of a linear layout shape, but you can't convert a linear shape to a polygon shape.
Issue #3: Once a polyline has been imported, if you turn on Use Bezier Curves and perform curve smoothing, there is a glitch at the welded first/last curves, which must be manually straightened out by pulling Bezier handles.

At the moment, I can import smooth, tweaked Bezier curves, but only as linear features, not areas.  I must import polylines to get areas, then re-do Bezier handle tweaking in Layout Generator.  The process is painful on a large extent and/or a large curve, and the results are not as good as the original smoothed curves, due to the clumsiness of the UI and the lack of the original reference sketches to match.

Feature request #1: Ability to import SVG Bezier curves as areas (polygons) with Use Bezier Curves already applied.
Feature request #2: Ability to convert a layout shape between linear and polygon shapes.  A precondition that all vertexes are welded would be fine.
3
Bug Reports and Help / How to seamlessly add extra ti...
Last post by Dementei - May 20, 2019, 04:07:07 pm
I'm using UE4 and World Composition and I'm trying to figure out how to add another set of tiles seamlessly to existing terrain. I'm able to drop in new tiles in UE4 and match them up of the same resolution, but how could I go about extending the extents in WM while maintaining the original tiles positions and adding to the 'boundary' without messing anything up?

4
Bug Reports and Help / Re: Create Water blank
Last post by WFab - May 02, 2019, 02:24:52 pm
Under the preview window, enable "scene water" by clicking the button named so. Then the water should show up on the preview. It isn't enabled by default.
5
Feature Requests / Re: Spherical worlds
Last post by jgwinner - May 01, 2019, 09:24:11 pm
This is still a needed feature.

We need some way to generate planets!

        == John ==
6
Bug Reports and Help / Create Water blank
Last post by jgwinner - May 01, 2019, 09:21:22 pm
I'm working on a very large terrain, part of a Mars terraforming project.

I'm able to get "Flow Restructure" to work (both Synthesize and other options) but can't get "Create Water" to work at all. Essentially it always generates a blank terrain.

I'm not using tiled builds. When the device says that layout view may be incompatible, my initial x,y start at 0,0, does it expect a centered origin or something?

I can upload the .tmd if necessary.

        == John ==

7
General Discussion / Re: Uniformly scaling macro re...
Last post by Vinsonyo - April 17, 2019, 08:18:43 pm
I want to know in various stories. More about the subject To be used in daily life
8
Guest Forum / Re: Ease of 3D printing
Last post by Vinsonyo - April 17, 2019, 08:18:22 pm
I want to know more about this. It will make me get more and more back.
9
Bug Reports and Help / Re: Problem Importing .tif gen...
Last post by WFab - April 02, 2019, 08:42:35 pm
I Haven't tried any for a long time, since I make my own terrains from scratch mostly, but you can try "xnview" or "imagemagick".
10
Bug Reports and Help / Re: Problem Importing .tif gen...
Last post by rogue24 - April 02, 2019, 08:12:30 pm
Quote from: WFab on March 29, 2019, 09:11:16 pmYou need to rasterize DEM data into a heightmap before importing into world machine. Geotiff is not supported yet, you need the regular baked Tiff16bit (floating) heightmap. Are you sure that you used correctly rasterized tiff file?

Ah ha! These are 32bit I can give this a try, to you know of an application that does this well? Photoshop?
Cheers
Rogue24
Pages1 2 3 ... 10