Creating higher res terrain out of multiple renders?

Hello, I try to create a large, non square terrain. My idea was to split this terrain into multiple renders and stick them together afterwards in blender to create a terrain that has a different resolution than what is supported by worldmachine.
In theory that works, however, world machine randomly changes things with each render process —> mountains, hills etc are in a little different location etc. This means that I get only multiple heightmaps and ground textures that don´t really fit together.

This image should explain the problem and what I try to achieve…


The terrains should fit together seamlessly but they don´t.

Is there any way to do that?

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Exporting of world by tile is not good solution, if you use Extend-Related devices

Any device result of which not constant will change own result if you will give it little pieces of current world (tiles is just little pieces of you world)

So if you really want to export this map tile-by-tile, you need to:

  • Use “Blend” option in Tiled Build settings menu - it will allow you to blend heightmaps at least - maybe also will work correctly with bitmap
  • If you do not want to use “blending” you need to re-done your project, but only by using devices that will not ruine your map on Tiled Build
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Thank you for your quick reply! Looks good, that seems to work.

I kinda don´t get the percentage setting for the “blend” option. To my mind something either blends in with smth else or it does not, but not by how much percent. Why would I want to only blend it by 10%? Then it wouldn´t fit again… But it doesn´t matter in this case, I set it to 100% and its fine.

I will try if it works on high resolution aswell, needs a few hours to render probably…

Thank you :slight_smile:

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The blend percentage for tiled builds is actually not the amount of blending occurring, but how much of the tile is included in the blending. Setting the percentage to 10% means that each tile that is built will also include 10% of the neighboring tiles in the calculations to try to ensure the borders match up. By setting the blend to 100% you are effectively, from my understanding, telling World Machine to build each tile multiple times (once for every shared border), significantly increasing build times.

As a side note: World Machine does actually allow you to create non-square terrains, so if your terrain that you’re building is something that you can otherwise build problem-free without tiled builds, you should be able to do so.

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Ah I see. That maybe also explains why it got stuck in an endless rendering loop when i tried to render the terrain… (I set the blending to 100…) when I see over 100% in some process I know smth went wrong …


Will try less than 100% next time

Thank you for you reply!

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