• Welcome to World Machine Community. Please login or sign up.
September 19, 2019, 04:39:11 pm


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

Tiled Build export options

Started by blackpixel, July 04, 2012, 02:42:04 pm

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.


Some thoughts on OBJ exports in WM2

Generate and export a big terrain as a tiled build in obj format.

Each obj's mesh is named "TerrainMesh" and is positioned at 0,0 and you usually have to adjust the scale.


3 additional options for the  mesh output node:
- Save absolute position on tiled builds ( also see # )
- Object name = file name
- mesh export scale factor

I usually have a scene / shot already set up and have to add meshes from other applications like WM2. ( So the scale is basically set )
The only workaround now is to have a custom import script which renames, scales and positions the tiles based on their string file name.
Bur when I have to tweak a Terrain in ZBrush then I need to go through 3dsmax first  because of the problems stated above.
Also when I need a certain part of the mesh in higher res, then I need to export a different extent and position the tile by hand.

# This would make "absolute positions" even more powerful:
You could make an option to pick one Render Extent as a reference for the absolute position.
( Not necessarily the same you have set in your build options )
This way your main extents for your tiled build and other extents for detail exports ( "we need that cliff with more details" ) would match in world space because they are all relative to the Extents you have set as reference.
=> a lot of time saved

I think with those simple additions WM would integrate much better into a working pipeline   8)
Also it's just about the mesh output node ( easy to implement ? / not breaking anything else ? ) so yeah ... just some thoughts / wishes :)



Hi there,

this is a great set of suggestions. I will see what I can do to incorporate some/all into near term future WM builds. Most of these are relatively small-scale changes so they can be included easily.

-- Stephen Schmitt
- Creator of World Machine



I'm new to this program so maybe I'm going to ask for some option that already exists, but having the ability to export the mesh(es) in Y-up coordinates would save the operation of turning them by 90 degrees every time I import them into Maya. Also having texture coordinates ( [0,1] for each tile ) by default would help when exporting textures that map to the geometry.




+1 for up-axis options and UVs ( totally forgot about that one )

In Houdini the up-axis is Y too.
I guess it's just a matter of swapping Y and Z coords when writing the obj.

It's really nice to see you're so open to suggestions from the community btw :)


Again +1 to all the suggestions above.
I would also think it`ll be great to have the option to set a pixel/poligon ratio.
I built a 8x8x2K tiled terrain and I expected to have 2048x2048 polys on each mesh. I was really surprised to find that the exported meshes had 4,190,209 quads, that means exactly 2047x2047 polys.
I checked a few times hoping it was my mistake but it was not the case.
Having a pixel/quad ratio it mignt help to export low poly meshes foe a higher resolution built too. Or the other way around. Or I can have crisp and sharp textures, but if I place a "Blur" device before the export mesh device I can have a smoother mesh.

Quick Reply

With Quick-Reply you can write a post when viewing a topic without loading a new page. You can still use bulletin board code and smileys as you would in a normal post.

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

Note: this post will not display until it's been approved by a moderator.

Please leave this box empty:
Type the letters shown in the picture
Listen to the letters / Request another image

Type the letters shown in the picture:

Shortcuts: ALT+S save/post or ALT+P preview