Author Topic: Better ways to capture splat maps?  (Read 1641 times)

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Better ways to capture splat maps?
« on: September 22, 2014, 08:38:49 PM »
I'm not entirely happy how my splat maps come out, I've experimented with a lot of different setups and I'm sure there are some better ways to do this.

I only need three maps, grass, rock and dirt. I don't know how to setup my nodes so the grass and rock are each in their own line, instead of doing an invert. That would be helpful too.

Here is my result:

And my setup:


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Re: Better ways to capture splat maps?
« Reply #1 on: September 23, 2014, 03:15:05 PM »
Hi there,

There's a convenient device called the Splat Converter that is designed to make exporting splatmaps easier. It allows you to balance transition contrast, enforce sum-to-one behavior, and more importantly, control which weightmap gets priority over others.

There's a quite-complete example file included called "New Examples for WM2.3\Splatmap Converter.tmd". Explore the graph and you should be able to figure out how to manipulate a bunch of individual splatmaps!

-- Stephen Schmitt
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