Recent Posts

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Bug Reports and Help / Saved Presets
« Last post by Rmussell on August 31, 2018, 10:24:15 PM »
I was wondering how you save your own presets, my preset save area is always grayed out.
Bug Reports and Help / Re: Trouble With PNG Masks
« Last post by WFab on 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.
Bug Reports and Help / Trouble With PNG Masks
« Last post by kris392001 on August 29, 2018, 07:13:10 AM »
Hi All,

New user of World Machine here. I have a raw file height map and I want to apply terracing to a specific part for which I have a bitmap mask (saved as PNG - one with Alpha, one without). I bring in the mask through a file input node, set the size, tick interpret as RGB. On the node I set the display hint to Mask. All I have is 2 File inputs, an erosion generator, and a file output. I can see the mask (white for the area I want to terrace), it is in the right position. I plug the file input heightmap node into the erosion mask node, and generate. but the erosion is applied to the whole image.

I feel the steps I have taken are pretty logical, I followed the tutorial although that didn't deal with bitmap masks.

Can anyone tell me what I'm doing wrong?


"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
« Last post by blattacker on August 24, 2018, 09:32:17 AM »
Thanks! I'm planning on doing another one on Sunday, but right now I'm kinda absorbed into the Scandinavian inspired one, so I've been spending a lot of time on that ahaha
Feature Requests / Tangent space normals
« Last post by jd on August 23, 2018, 06:56:19 AM »

It would be really useful to have the option to bake out tangent-space normals as well as object-space in the normal map maker.

I did a search and found some similar topics dating back 2008 & 2011 on this.

I've spent more hours than I'd like figuring out how to use xnormal with a non-compressed high detail mesh & compressed lower-detail mesh output from world machine to make my own tangent-space normal map. And this is something I'm going to have to do every-time I update the terrain.

Any chance of getting this feature? It would be great to finally have it.

Works in Progress / Re: Speed Build Practice
« Last post by WFab on August 23, 2018, 04:06:44 AM »
Very nice, especially for a quick whip! Following the thread.
Works in Progress / Re: Speed Build Practice
« Last post by blattacker on August 22, 2018, 01:36:37 AM »
And my two hours in Terragen are up, which is okay with me, because after working on this for that small amount of time, I really want to make a Scandinavian inspired project for my next long term one, and I kinda wanna start right now!
Works in Progress / Speed Build Practice
« Last post by blattacker on August 22, 2018, 12:27:48 AM »
Hey everyone! It's been awhile since I came around these parts. Been awhile since I did anything with World-Machine as well, work started getting in the way. I thought that I'd try doing a couple speed builds just to get back in practice. I'll probably do a few of these, and post them all, but I'm limiting myself to 45 minutes (not including actual build time) working on the terrain, and then bringing it into Terragen and spending a maximum of 2 hours working on shading and other extra details. Without further ado, here's the World-Machine view of my first one, let me know what you think and stay tuned for updates!
Experimenting with rocky mountains
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