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June 19, 2019, 09:46:13 am

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Messages - OlaHaldor

1
General Discussion / Re: Detail View?
January 28, 2019, 01:19:33 am
When I do large landscapes like that I make a new extent and move it around as needed to make test builds to see how things are holding up :)
2
While that's cool and practical, the quality can't compare to what WM can produce. :) The workflow is also very different from WM.
I personally have a hard time using it for more than getting started on a shape, and always bring the produced shape into WM to refine and make the final product.
3
General Discussion / Re: Education assistance?
August 15, 2018, 01:28:00 am
I feel your pain about student budget and pro level software.
I'm not sure whether WM does discounts for students. If it's not, I'd say: save up. Or get a Mastercard or ask someone for a loan. I know it's not the answer you want, but if it's the only way, what can you do?

The year long license is perpetual - it never ends - and is considered as maintenance. It's a common term in the world of professional software, and basically means
- The software does not stop functioning, but
- after 12 months you will no longer get software updates.
- You can extend the maintenance on your license by 12 months at a time for a relatively low cost

This is different to subscription, such as Substance Painter etc. where you pay either monthly or annually. But the moment your license ends, you can no longer use the software or open your files or anything. Until you pay again.

I hope that answered your question.
4
Feature Requests / Tiled Build, merge and UDIMs
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
5
General Discussion / Re: Please help
February 05, 2018, 04:28:34 am
GG will have an update with support for WM3019 'in a few weeks' according to one of the devs.
Until then I suggest you use either 3017 or 2.3.7.
6
I still use WM extensively, with GeoGlyph.
And lately I've developed a workflow where I create the base shapes in World Creator 2 (GPU based, rapid fast, can make iterations in no time up to 16K) and bring it into WM for added effects of erosions, terraces etc which I currently find hard to do in WC2.

That said, I'd love to see WM continue development.
7
Development News / Re: Dev Silent in Forum and Blog
February 08, 2017, 08:59:55 am
There is a new build available though, WM 2 pro 3 build 3014. Posted two days ago.
8
Works in Progress / Re: My random builds
August 19, 2016, 12:41:56 pm
Here's another one.
Rought model in Modo
Sculpted in Zbrush, two iterations.
Then brought into WM for some large erosive details.
Back in Zbrush to sculpt some more, and define the shape a bit more.
Back to WM for final erosion and colors with GeoGlyph.
To Painter for final textures.
Rendered in Marmoset Toolbag.
9
Works in Progress / Re: My random builds
August 02, 2016, 05:26:23 am
The new layer material feature is more or less like splat maps really. You paint a mask for each layer, and decide how visible each material is.
To some extent, it's very interesting, but I can't tell whether that'll be better than actually making the splat map in WM (and possibly paint further on those).
10
Works in Progress / Re: My random builds
August 01, 2016, 08:33:59 am
I haven't looked into the material layer feature yet, but I really should.
The base color map was produced in World Machine, and I added a tiled rocky and dirt texture, which I used some mask generators on and tweaked to my liking. Then I painted on top of it to fix some areas. I used the flow map as a mask on the dirt texture as well.
11
Works in Progress / Re: My random builds
July 31, 2016, 10:01:51 pm
The setup I got there isn't particularly advanced nor important to know settings. As long as it looks good for the design you're making, you're good to go.
In its essence I'm using an advanced perlin together with a layout mask to define where the landscape is generated. Then I use an erosion to get some nice sediment sliding down the mountain, and soften the terrain. The Thermal weather node have a slope selection on it, so it only affects the steepest parts, which you can see in the terrain closest to the camera especially.

The most interesting part, at least I think, is the textures and texture masks in the bright blue area. GeoShape, HeightFrag and RealColor are all part of GeoGlyph, and I have connected them to different parts of the Erosion. The same goes for some of the combiners and their masks. One part is the height map, another part may be the flow map. Combined, they make up for an interesting mask which can be used with the Color converter.

GeoGlyph really helps to speed up the process.
12
Works in Progress / Re: My random builds
July 31, 2016, 05:18:13 am
Alright, so here's what I did. :)
13
Wow, that mood in the second image!  :shock:
14
Works in Progress / Re: My random builds
July 29, 2016, 12:15:08 pm
Another two.

Did this one on Saturday, and took it further with the trees on Sunday.


This one I've given a little more love.. I opened the good old first world machine project I ever did (and posted in another thread), reworked the textures a bit to give it a lush and green look. I've tried to figure out instancing in LightWave, and it's frankly not that hard. The hardest part is making the distribution mask in a way so the trees are distributed in an organic way.

I found a way which is quite fast both in production and opens for a whole lot of iterations. I'll cover how later.  8) I guess I'm not the first one, but I was super happy when I figured out I could do it this way.  :D
15
Works in Progress / Re: My random builds
July 06, 2016, 03:42:18 am
Hi! Thanks. :)
I'm not in here as much as I'd like now due to steady work. And it's been quite some time since I last opened World Machine.
I don't remember, but most likely it was colored using different nodes from GeoGlyph.
16
These look outstanding!! Great job!
17
General Discussion / Re: Version
April 19, 2016, 11:15:54 pm
V3 Dev 3011
18
General Discussion / Re: Poll
April 19, 2016, 11:14:35 pm
It depends entirely on where it's going and what features I need.

Some things are just not possible with too small scale in my opinion.
19
Works in Progress / My random builds
March 04, 2016, 10:55:19 am
I made this terrain while streaming on Twitch tonight.
Fast. Fun. Different than what I usually do.
Might consider doing more terrains when I got some spare time.
20
Works in Progress / Re: Two Islands
March 02, 2016, 11:22:40 am
Here's one of the biomes.