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Improvements to existing features + new features

Started by duke, July 06, 2008, 03:07:18 am

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First, I am completely blow away with v2.0. Multi-threading and tiled output is one thing, but the other features and overall improvements make WM2 a force to be reckoned with. I also own L2DT and Grome, and both of these are at 2 opposite ends of the spectrum (almost totally procedural/automated vs. painting tools), and without a doubt, WM2 does a great job of bringing these two together. Last night I was sketching in details with lines and shapes where I wanted them, which previously you'd have to do in photoshop. Anyway, here's some suggestions for improving things which I might add to as I find stuff:

Improvements to existing
-More reliable numerical input. Type 10m or something in the water height field, it works fine. Now try typing something in the Advanced Perlin size field (top left of the panel).

-Coastal erosion seems to regard both angle and height, but not surface area. I was working on a swampy like terrain, but I couldn't use coastal erosion because it just made the terrain completely flat except for a few peaks, where I only wanted the "beach" to be a few m width. I had to normalize/expand it, add coastal erosion, and then reclamp it. Howcome I can't go below 0.05 in beach size?

-Add colour swatch next to "Show" toggle in the water level section, OR add Water Colour to the Set Terrain Color dialog.

-Simple mesh loader. Loads .obj files (most if not all programs can export to this). Would have scale mutliplier, position X,Y,Z and rotation. This would be used for people to place reference objects like the size of a person, and building placements that they intend to have, etc.
System info: WindowsXP 64bit, 4gb ram, nvidia 9800 gtx, World Machine 2 Pro (using the 64bit version unless noted)


Hey there!

Ok, this is probably an impossible request, reflecting my ignorance of the rendering process, but I thought I'd float it out anyway.

Below, find 3 pix.
First is a little desert village. The coloration is uniform, because, so far, I can't figure out a way to use two sets of colors at the same time, which is actually the nature of my request.

The following two images show the source of the first, one an eroded perlin noise source, (which could have been saved as a height map of its own), but I didn't.

The second shows the output of another height map, the village elements, plus some hilly stuff.

I combine the two together.

Challenge: Is it remotely possible to make each of these sources have it's own coloration, so, say, the village elements could be white, while the hills remain as they are?

Here are the pix -- ford


I think the device you're looking for is the chooser. It lets you combine two inputs into one depending on a specified mask.
"Every time you read or write beyond the end of an array, somewhere a fairy dies."
Richard Buckland

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