More 3D Exports Features

I like in Worldmachine, that I can export Highmaps, Bitmaps, normalmaps out of different calculation steps.
Its nice to mask and add textures/details in other 3D applications later.

  1. I missed that WM supports UV-Mapping. Is it right that it is only planar mapping support ?
    Maybe with UV-Mapping you can better makes (I dont know the english word) “Überhänge in Berge” / “Felsvorsprünge”, like this:
    http://www.uelisteck.ch/picture/Image/stories/rockyMountain/rocket-baby2.jpg
    or so
    http://www.australien-ozeanien.de/NT/Kings_Canyon/06_rim-walk.html

  2. Nice too, will be two different resolutions.
    One for mesh export and one für displacement + normal maps.
    Maybe in the export node you can make a resolution option for the first time.
    Like that : http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter08.html

  3. what do you think about a different calcutator for two resolutions ?
    For SubPolygonDisplacements and normalmaps ?
    Lower Mesh export, and the rest of details will calculation for add as Disp or normalmap onto the mesh.

  4. Maybe you can make a node for change resolution in calculation.
    So some calculations can be faster (and user lower memory) and with less details, and later other calculations can refine the details.

  5. A rock generator will be nice, too.
    Project your algorithm onto a sphere will make rocks.
    really great rocks :slight_smile:

I think the heimap is a old standard and easy to use in many applications.
But if the mountains high there are to less detail informations in the map.

Then the top of the mountains are highres with fine details and the side of the mountains always have the same long strechy pattern.
Then one way to get a better result for the side is to make the side not rapid.

Another way is to export map (maybe weathering map) and add details in 3D-Application later.

But the best way is to use UV-Mapping for the Mesh in WorldMachine :wink:
If you want to stay at the standard heighmap (yes - do it) then the best way is in the output device recalculate the heighmap out of the UV-Mapped Terrain.

Looking at rapid Cliffs to know what I mean:
http://images.google.de/images?hl=de&safe=off&um=1&sa=1&q=cliff&aq=f&oq=

I see Terragen2 knows it:
http://www.fxmogul.com/images/articles/f034509c-4048-419b-922d-475a28de459c.jpg

http://www.planetside.co.uk/gallery/f/tg2/explorersend.jpg.html

http://www.planetside.co.uk/gallery/f/tg2/7-canyon16.jpg.html

http://www.planetside.co.uk/gallery/f/tg2/file_1367648.jpg.html

I think is much more realistic

sure terragen might know how to apply differnt surface shaders…but you wont be able to export it…you wont be able todo it with Vue either…as anything that isnt a pure heightmap is represented as a shader and you cant export them. Most common way that games employ to get around the problem of stretching is either using a decal system or side projection. I would find it interesting to have side projection…but you have to think how your 3d app is going to have this represented. If its for rendering then just use terragen or Vue to have these proceedural effects…if you need it for a game then why not do your own Uv mapping work…it might take time but its still one of the more complicated things for an auto unwrapper todo…blah blah
adam

I know how to make UV-Mapping in my 3D-Application.
Is there a way to use UV-Mapping out of WorldMachine ?
Or it is only planar mapping possible ?

Is there a place in your brain to implement the uvMapping-Feature in future?

yes it planar in WM, if you want the cliffs…this is usually done with side projection or camera projection in TG, or using procedural texturing. So if you want a WM terrain as an exportable model with they type of cliffs you want…then your going to have todo your own UV work.
:slight_smile:
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