• Welcome to World Machine Community. Please login or sign up.
September 15, 2019, 09:49:33 am


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

New macro : Flow map processing

Started by Rhalph, December 23, 2005, 01:17:27 pm

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.



Here's a very simple macro (2 devices inside ;))

When I use a terrain with erosion, I often use the flow map (second output of the Erosion device) as an overlay, like in this image.

The problem with the flow map output is that it's not a very bright heightfield, and it has to be processed in order to get a usable overlay.
The aim of this macro is to process the flow map directly into WM, using the high precision heights (instead of processing the BMP overlay).

Don't forget to read the macro documentation.

English is not my mother tongue, so if you have any suggestion for the parameters name, the macro name, its documentation, or if you have questions, don't hesitate to reply to this thread.

P.S.: just a suggestion, if you're building your terrain using full memory conservation mode : save the untouched flow map as a .ter, then use the macro on a new world with a File Input that import this .ter. It will prevent you from having to build the terrain several times if the macro result doesn't satisfy you.


A small - but useful and flexible macro - this will definitely stay in my macro folder.
(unlike some other macros having 10 parameters and more  :shock: )

Quote from: Rhalphsave the untouched flow map as a .ter, then use the macro on a new world with a File Input that import this .ter.

What about another optional output, containing the original flow map?
So the user can simply add a file output device for the unprocessed flowmap too without having to build in a splitter.
(I'm lazy, i know... :mrgreen:)
"Every time you read or write beyond the end of an array, somewhere a fairy dies."
Richard Buckland


Done, thanks ! Even if I prefer to use as less as possible devices in order to save memory, but only one splitter and one more output isn't that much...
The macro has been updated.


I wonder if this macro can be used for making small river networks masked over existing lower terrains......... any ideas here?



Been doing that for a while, I mean using the flow mask to make rivers, haven't gotten it as smooth as I would like.
I've used the flow mask in TG for quite a while; love it.
And I know what you mean about the too many nodes, I have made some fairly elaborite builds lately and they are pushing 1/2 an hour to make a 1025 terrain.  :lol:
"What forest? All I see are fricken trees"

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