Recent Posts

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21
Guest Forum / Re: Simplex noise and custom nodes
« Last post by WFab on 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.
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Guest Forum / Simplex noise and custom nodes
« Last post by Ash on June 27, 2018, 04:25:38 AM »
I'm just evaluating World Machine free and am impressed with the results possible with even simple node layouts.

1.  Can World Machine generate 2D Simplex noise?  I find the the grid artifacts of the built in Advanced Noise generator (perlin noise?) a bit too visible for my needs.  Simplex is great for reducing this in my experience. 
2.  Many of the numeric text boxes in the Advanced Perlin noise or Erosion nodes seem to be read-only and can only be changed by dragging a slider.  How to I enter specific values into these boxes?  I would like more control over these.
3.  Is there a node API allowing development of custom nodes? I'm a dev. myself, I'd be able to create a custom Simplex noise node if there isn't one built in.  I think Macros are a higher level concept that can only aggregate existing built in nodes?

Thanks,

Ash
23
Feature Requests / Tiled Build, merge and UDIMs
« Last post by OlaHaldor on June 27, 2018, 02:32:13 AM »
I'd like to request the following which I think would come in handy to many, if not all of us dealing with tiled builds and UDIMs.
When you build with UDIMs, you get one mesh file per tile. In some cases that's fine. In other cases, I'd like to:

- Export a single mesh
- Split the UV islands into the corresponding tile
- Properly store UV in a UDIM kind of fashion in the single mesh.
- Export textures and masks as separate files, just like it is now

This would be very handy when you need to bring the mesh into something like Mari or Substance Painter for texturing.

Currently the mesh is stored into separate object files, while the UV is in the exact same UV tile, so even if you merge the meshes you will also have to move the UV island around to the appropriate UDIM. Frustrating to say the least.  :x
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Bug Reports and Help / Re: Layout generator, lines between shapes
« Last post by sfriedberg on June 26, 2018, 04:04:38 PM »
Use a blending mode to do more of an "averaging" effect, instead of a "maximum" effect.
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Bug Reports and Help / Layout generator, lines between shapes
« Last post by Dementei on June 24, 2018, 05:06:37 PM »
There probably isn't a way to solve this, but I'm placing mountains on an island in it's own layout generator and then combining it with the island layout generator. The problem is that there are noticeable lines where mountains intersect and really throws the look off. Anyone got tips other than to keep them obviously apart? Thanks.

26
General Discussion / Combining two world machine tiles in Maya / UE4
« Last post by aadil.sharif on June 20, 2018, 10:52:28 PM »
Hi,

I am new to world machine. Just wanted to know if we can combine two world machine tiled outputs (both created separately OR in one file) with the use of Maya OR UE4. Is it possible.

I would really appreciate your help in this, as i wanted to make my game world look bigger.

Thanks
27
Bug Reports and Help / Re: A little help would be great :) Main extent Close Up
« Last post by Lio on June 20, 2018, 01:48:17 AM »
Thanks for your answer WFab :)
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You're a genius. A program is only as good as the tutorials that are available.
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General Discussion / Discovering World Machine 3, new tutorial series out.
« Last post by geekatplay on June 17, 2018, 06:14:43 PM »
http://www.geekatplay.com/world-machine-tutorials.php
New tutorials out. Devices, interfaces, rivers and more ...
Tutorials will be unlocked weekly
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Bug Reports and Help / Re: A little help would be great :) Main extent Close Up
« Last post by WFab on June 15, 2018, 02:32:17 PM »
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.
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