So I have a 2D map of a fictional continent I’m looking to create in 3d with the aid of World Machine. The map gives me the coastlines of the islands and general topographical features such as mountain ranges and water bodies. My ultimate goal is to export this as a height field image and import it into Crysis, Unity or UDK for population and exploration. I also hope to utilize the splat masks that WM produces for use in the engine.
I’ve seen several tutorials on how to get generated terrain into these engines, but what I need help with is how to properly utilize the layout generator to maintain coastlines and geological features.
Some questions I have are:
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Does size matter? Should I be working in real-world scale? Or should I work at a larger scale to provide enough room for erosion to have space to work it’s magic for interesting geological elements? Should the dimensions I work with in WM be 1:1 to what I expect the height field to be in the game engine?
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Depth seems to be a big challenge. If I establish an ocean height, and set my initial land mass say 50 meters above water level I find that any fractal noise and erosion dips the island below water level. Likewise if I set the initial height too high, I get a very sheer drop off since I can’t spread out the falloff of the layout shape too wide or it begins to blend with adjacent shapes. Island chains are particularly difficult given that.
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Should I try and maintain the coastline? Or should I work with establishing good topology first, then mask out the coastline shape via the layout generator + mask with a blur to make it a soft falloff?
I’m sure there’s 100 ways to approach this but some of the ideas I’ve tried have given me mixed results but nothing as easy to work with as just working big. I just don’t know if plugging in large values to get good features is a viable method if I intend to have a 40m[sup]2[/sup] height field in the engine. (The engines support world tiles.)
Any help would be appreciated! Thanks guys!