World Machine Community

Sharing => Macros and Plugins => Topic started by: WFab on April 29, 2016, 10:37:55 am

Title: TeTo : The Texturing Toolbox!
Post by: WFab on April 29, 2016, 10:37:55 am
Hi! As I posted in another thread before, this thread is about a texturing macro. TeTo is a set of 3 macros, one is for texturing (diffuse color), one is for making splatmaps, and one is for making weightmaps. The creator is Iri Shinsoj, and it's going to be available on her gumroad in a bit. I'll post the link as soon as it's uploaded. I'm just starting this thread to see if there's interest, and for discussions on it.
Title: Re: TeTo : The Texturing Toolbox!
Post by: WFab on April 29, 2016, 12:35:29 pm
It's out! Check it out here: https://gumroad.com/l/TeTo#

A few more screens!
Title: Re: TeTo : The Texturing Toolbox!
Post by: WFab on May 10, 2016, 02:18:11 pm
The macro has been updated to cover 20 color palettes now. You can download it from the same link. Buyers of the original get free upgrade.
Title: Re: TeTo : The Texturing Toolbox!
Post by: Vision4Next on May 11, 2016, 02:52:32 am
This looks very nice. Does it need the Pro edition or is the Standard edition sufficient.
Title: Re: TeTo : The Texturing Toolbox!
Post by: WFab on May 11, 2016, 05:05:53 am
As far as I know, it works on pro and basic. So it should work on standard too. Please note that you need wm version 2.3.7 for it to work.
Title: Re: TeTo : The Texturing Toolbox!
Post by: Xenobite on May 23, 2016, 11:11:29 am
these are awesome macros!

worth every dime! (and much more ;))
Title: Re: TeTo : The Texturing Toolbox!
Post by: OlaHaldor on May 27, 2016, 11:01:10 am
These look outstanding!! Great job!
Title: Re: TeTo : The Texturing Toolbox!
Post by: Vision4Next on February 21, 2017, 03:16:28 am
Does this work with the V3.x Beta as well?
Title: Re: TeTo : The Texturing Toolbox!
Post by: WFab on February 27, 2017, 06:42:41 am
Yes it works with all dev builds. I'm using it frequently with 3011 at least.
Title: Re: TeTo : The Texturing Toolbox!
Post by: CoGaTe on October 01, 2018, 04:40:06 pm
Hi, looks great, but is it possible to load in diffuse textures into the macro instead of a color palette?
Title: Re: TeTo : The Texturing Toolbox!
Post by: WFab on October 02, 2018, 10:23:34 am
Quote from: CoGaTe on October 01, 2018, 04:40:06 pm
Hi, looks great, but is it possible to load in diffuse textures into the macro instead of a color palette?


Not yet. Although it's very easy to create a texture based on diffuse texture using file inputs and choosers in a cascade form. No macro required.
Title: Re: TeTo : The Texturing Toolbox!
Post by: ForceVFX on January 18, 2019, 12:02:32 pm
LOCKED MACRO..for me its WORTHLESS..didn't learn ANYTHING, and I should request a refund from paypal, FOR NOT DISCLOSING THAT FACT. its world machine, we all use the same tool sets..
Title: Re: TeTo : The Texturing Toolbox!
Post by: WFab on January 18, 2019, 11:26:26 pm
1. Where did it say that it's open source?
2. The author of this macro has a free tutorial on youtube, explaining the exact technique used to create this macro. It's just that the neat settings and presets make it easier to use, without visiting photoshop to create gradients as would be the case otherwise. I'll see if I can dig up the link to that video for you.
3. Good luck with the refund! Also, remember to ask for return from world machine llc as well, since they never told you how wm works internally. And your phone manufacturer! And for everything proprietary you use!

Cheers!
Title: Re: TeTo : The Texturing Toolbox!
Post by: DannyG on February 05, 2019, 09:25:23 am
Just shaking my head
Title: Re: TeTo : The Texturing Toolbox!
Post by: Demostenes on June 03, 2019, 07:50:06 am
Seems like good timesaver, anybody knows if it works with latest versions?
Title: Re: TeTo : The Texturing Toolbox!
Post by: WFab on June 05, 2019, 09:33:54 pm
@Demostenes Yeah it's working with the latest version. I use it for some rich previews internally.
Title: Re: TeTo : The Texturing Toolbox!
Post by: Demostenes on June 10, 2019, 05:58:02 am
Quote from: WFab on June 05, 2019, 09:33:54 pm@Demostenes Yeah it's working with the latest version. I use it for some rich previews internally.

Is it usable for producton outputs? Or there are some limits?
Title: Re: TeTo : The Texturing Toolbox!
Post by: WFab on June 10, 2019, 08:31:56 am
@Demostenes: Depends on what kind of production. The colors are gradient based, so no matter how complex, they will show clear solid colors in places when you render in a realistic setting. As a general rule, texture using external app for final renders, and generate colormaps using this macro for pre-production use. Also good for quick coloring in world machine viewports.
Title: Re: TeTo : The Texturing Toolbox!
Post by: Demostenes on June 10, 2019, 01:00:10 pm
Ok, thanks. What external app are you using for final texturing and renders? Vue? Terragen? I am looking for way how to do the best terrain texture, it will be used in game engine. Close distance is solved via exported masks and proceduraly placed textures, so this is no problem. But I would like to "cheat" and put into terrrain texture, which is used for bigger distance, more detail, than actual splats are producing. I have so far not bad results with WM and WC2, but still there is big space for improvement.
Title: Re: TeTo : The Texturing Toolbox!
Post by: WFab on June 11, 2019, 04:16:01 am
@Demostenes: I do my textures in world machine itself, using photo textures. I also sometimes mix em up in blender, when world machine ones look bad in ambient light. I'll link some examples here:

https://www.facebook.com/followpratyaksh/

Procedurally placing textures in the close range is probably your best bet. Even at 8k, there's not enough detail to go closer than 300m.
Title: Re: TeTo : The Texturing Toolbox!
Post by: Demostenes on June 11, 2019, 11:33:27 am
Quote from: WFab on June 11, 2019, 04:16:01 am@Demostenes: I do my textures in world machine itself, using photo textures. I also sometimes mix em up in blender, when world machine ones look bad in ambient light. I'll link some examples here:

https://www.facebook.com/followpratyaksh/

Procedurally placing textures in the close range is probably your best bet. Even at 8k, there's not enough detail to go closer than 300m.


Thanks, placing textures in WM is good idea, but I never tried it.

I know, combining both approaches is only way how to do it. Tiled procedural textures for slow distance and slowly blend into big terrain texture, which can be even some satellite photo, etc...Each game is doing it like that nowdays.