Quantum Theory Entertainment is a 3d art and multimedia company. We also sell digital content online for use in the Unity3D Engine or general use. Here are examples of two 3d background terrain packages modeled and textured inside World Macihine 2:
There are also live, in-browser 3d demos of each package
The Middle-Earth DEM Project has released a free interactive Middle-Earth demo.
World Machine is one of the core apps we used to make the terrain in the demo. I’ve been using World Machine for a number of years now. I couldn’t do any work on this project without it frankly. All of the terrain and mask layers were composited in World Machine. Some erosion was added. Layouts were used to control various things such as terracing, erosion, terrain height and form, and glacial valleys. The tiling features were used extensively for i/o.
What you see in the video is what you get in the free demo.
Hello, I’m a lead technical artist at UNIGINE Corp. We used World Machine when developing Valley Benchmark, namely for generation of:
- terrain height map,
- terrain diffuse map,
- masks for terrain detail materials,
- masks for distribution of objects on the terrain (rocks, trees, crags, etc.)
There are some great things in this thread, but the work you’ve done in this Valley benchmark is remarkable so i had to leave a message. The relaxing ambiance, soft atmosphere. Nice WM too
Those are mostly macros, and the blue lines are each a set of 3 separate maps. For example, one pack contains Average Sun Light, Precipitation Potential, and Wind.
In the past I had it generating quality terrain zooming all the way down close to the size of a large Battlefield map. I’ve got some old examples of terrain up close here. I have more recently focused on continental scale generation and so naturally it looks like complete crap up close now. Unfortunately work has stalled because render times have become too bothersome for quick iteration, a new PC will do me good.
My end goal (long way away) is to generate an entire MMO sized world in a game engine (I’ll be eyeing UNIGINE for sure!). I’ve got distribution maps for pretty much everything from bedrock to soil, to plant and tree life, weather conditions, and also farm land and cities. There’s even a distinction between farm towns and port towns. I think I could actually generate distribution maps for just about everything I need to make a “living” MMO scale world. Granted it would probably be a dull world for a game, but also great base to start from.
I haven’t used WM in a while but, beside the detail being gorgeous, something picked my interest, how do you manage to have “régions” like a southern desert and northern mountains without using any form of layout at all? I can see not using layout for the terrain itself but don’t you even use a layout curve or something to show how “hot” the terrain should be generated?
Also i’m going to have a pretty beefy server soon again, let me know if you’d be interested in having a very high resolution render done for free (if you’re using a version of WM i have access to). Depending on how hungry your graph is i could go pretty high (i’ve done decently complex graphs at 128 000 X 128 000).
Still haven’t bought the large server i’ll need down the road for my project so currently using these : Serveurs dédiés Enterprise (the mg 256), so 256gig of ram & 40 threads