UPDATE: I have been trying to find a solution to the stranded route points, short of rebuilding the macro without using route points. If anyone with more knowledge can suggest anything I would greatly appreciate it. =]
I have fixed the macro and will upload it tomorrow, as for a tutorial on how to use it, once I have uploaded the fixed macro you should download the example file to see how it is set up.
Also, does anyone else have a problem building their terrain at (2048X2048)
My WM seems to build for a very long time on the macro, sometimes going to 160% and then when it finishes my terrain disappears from the viewport.
And other times it just wont show the results after building (still looks low -res), but at (1024X1024) it works.
Also, does anyone else have a problem building their terrain at (2048X2048)
My WM seems to build for a very long time on the macro, sometimes going to 160% and then when it finishes my terrain disappears from the viewport.
And other times it just wont show the results after building (still looks low -res), but at (1024X1024) it works.
I didn't have this trouble at all. ATM I'm making islands so need beach and sand. Will be posting results when that is up:) Big thanks again for your hard work Buzz:)
The macro contains a lot of nodes and will build for a long time going up to about 150% before completing, I have encountered the bug that causes the terrain not to show only once and I believe it to be a world machine bug rather than a problem with the macro.
I didn't have this trouble at all. ATM I'm making islands so need beach and sand. Will be posting results when that is up:) Big thanks again for your hard work Buzz:)
this is really nice now. Tons of customization and nice blended colours. Love the beach to grass blending it's spot on. Keep at it man your on to something big:)
This might be cool, how about a slider to change grass hue/sat? is that possible?
this is really nice now. Tons of customization and nice blended colours. Love the beach to grass blending it's spot on. Keep at it man your on to something big:)
This might be cool, how about a slider to change grass hue/sat? is that possible?
'main 1' and 'main 2' are the colours for the grass so you can pick any colour you want, do you mean where the grass is highlighted by the sun through a break in the clouds? If so then I could add hue and saturation but there are so many controls already that the macro takes up the entire length if my screen (any more and I wouldn't be able to press 'ok'). I was thinking of splitting the macro into modules for my next one. If you have anything else you would like to see please let me know
I have fixed the macro and will upload it tomorrow, as for a tutorial on how to use it, once I have uploaded the fixed macro you should download the example file to see how it is set up.
Love the Macro getting some really nice results with it, I was just wondering if you could put in the outputs for baking out the different texture maps like in the original version. Colour, flow, deposition, height, Ambient occlusion.
Great stuff looks very promising. Can't wait to try out some new things. For some reason you're example file crashes (BCORE_EXAMPLE.tmd). Was there a new fix? I'm also also curious how to setup the baking of the textures. Is it something similair Wenda showed in his tutorial? Can you perhaps include a new example file wich includes the nodes for outputting the texture. Thanks so much. Very cool.
The macro is visible and installed!! but running the example file WM2.2 crashes :-(
Great stuff looks very promising. Can't wait to try out some new things. For some reason you're example file crashes (BCORE_EXAMPLE.tmd). Was there a new fix? I'm also also curious how to setup the baking of the textures. Is it something similair Wenda showed in his tutorial? Can you perhaps include a new example file wich includes the nodes for outputting the texture. Thanks so much. Very cool.
The macro is visible and installed!! but running the example file WM2.2 crashes :-(
Hi Buzzcore,
Thanks it works now. It would be great if you could add outputs for baking textures. Would you need to add ports to the Main macro (BCORE2.0) Macro OUT.. then add a port then use output node?
Hi Buzzcore,
Thanks it works now. It would be great if you could add outputs for baking textures. Would you need to add ports to the Main macro (BCORE2.0) Macro OUT.. then add a port then use output node?
What kind of texture do you wan't output? If you are wanting the full colour texture then just link that node up to an "output bitmap" node. If you are wanting snow/sand/rock maps separately then yes you will have to add outputs to the macro's "output" node, then find the relevant textures and hook them up. A bit like what Wenda does in his tutorial.
What kind of texture do you wan't output? If you are wanting the full colour texture then just link that node up to an "output bitmap" node. If you are wanting snow/sand/rock maps separately then yes you will have to add outputs to the macro's "output" node, then find the relevant textures and hook them up. A bit like what Wenda does in his tutorial.
Yer I followed Wenda Tutorial and managed to get the same results, just thought it would be cool to add to the Macro if you wanted to improve on what you have already.
Basicly some similar outputs Wenda had. Like Difusse,AO, Lightmap,Flowmap,rocks,sand,snow.
I have jumped into the Main macro and I think I need this one. Is this correct? Do you only add ports or do you still need link it with other nodes? Your node setup is very large. How do you know were to link it up too?
Can you perhaps post an example?
How do you go about finding the relevant textures?
What kind of texture do you wan't output? If you are wanting the full colour texture then just link that node up to an "output bitmap" node. If you are wanting snow/sand/rock maps separately then yes you will have to add outputs to the macro's "output" node, then find the relevant textures and hook them up. A bit like what Wenda does in his tutorial.
'main 1' and 'main 2' are the colours for the grass so you can pick any colour you want, do you mean where the grass is highlighted by the sun through a break in the clouds? If so then I could add hue and saturation but there are so many controls already that the macro takes up the entire length if my screen (any more and I wouldn't be able to press 'ok'). I was thinking of splitting the macro into modules for my next one. If you have anything else you would like to see please let me know
It's nothing that can't be easily done in photoshop and tbh, everyone should be doing it in photoshop so forget I said anything:P
Would it possible to do some reference pic/notes were certain nodes are for outputting each texture. As the setup is very large. I think I have located the Colormap, but other things are difficult to figure out. Or is there a other way to find out what each node is? Thanks.
What kind of texture do you wan't output? If you are wanting the full colour texture then just link that node up to an "output bitmap" node. If you are wanting snow/sand/rock maps separately then yes you will have to add outputs to the macro's "output" node, then find the relevant textures and hook them up. A bit like what Wenda does in his tutorial.
Hey Buzzcore. I've spent a bit of time with your 'BCORE v2.0 Alpha2', macro and have ended up going back to your 'Buzzcore's terrain' macro. (the previously released macro) There's a lot more to tweak in 'BCORE v2.0 Alpha2', making it a better choice for most but I have no use for the overlays and bump functions for what I am working on atm as will be painting materials in engine. So a simplified versiopn is all I need:) I was wondering if you had thought about re-releasing 'Buzzcore's terrain', with the save bug fixed so we can save in WM v2.2?
Call me stupid, but I still can't figure out how to use it properly. I opened the example file (BCORE_Example), and I can't seem to get the colors I chose do show up at all. It's stuck on whatever Colortable I select when I open Set Terrain Color. I cannot see the effects of the Macro.
It may be due to me not knowing my way around much in this software, but it's been quite bugging me, as I was excited to use this for my environment. Could someone be able to provide some basic help? That would be very appreciated.
Hi, I'm not sure if you mean this, but I have example.
If you double click on the macro on left side window,, then
it will open up (paparameters) then just adjust the color.
Call me stupid, but I still can't figure out how to use it properly. I opened the example file (BCORE_Example), and I can't seem to get the colors I chose do show up at all. It's stuck on whatever Colortable I select when I open Set Terrain Color. I cannot see the effects of the Macro.
It may be due to me not knowing my way around much in this software, but it's been quite bugging me, as I was excited to use this for my environment. Could someone be able to provide some basic help? That would be very appreciated.
Hi, I'm not sure if you mean this, but I have example.
If you double click on the macro on left side window,, then
it will open up (paparameters) then just adjust the color.
I know how to bring the window up, I just can't seem to actually see any of the changes I make. It's probably something very simple, I'm a newbie to this software, it's bugging me a lot : /
I should of read previous comments before posting regarding outputs:) deleted post.
But yeah, any chance of making life easier and adding the outputs to the macro? Or can tou explain to us what each image is? It's a pretty daunting task to locate all maps when the viewport window is so small.
I should of read previous comments before posting regarding outputs:) deleted post.
But yeah, any chance of making life easier and adding the outputs to the macro? Or can tou explain to us what each image is? It's a pretty daunting task to locate all maps when the viewport window is so small.
P.s. I'm using this macro now:) it's really nice.
G
Hi. Yeah the different outputs will be available onthe next update, as this was the alpha version I just wanted to know that it actually worked. Expect an update pretty soon.
Hi. Yeah the different outputs will be available onthe next update, as this was the alpha version I just wanted to know that it actually worked. Expect an update pretty soon.
Well I can confirm everything works well. I've spent a week or so with both macros and the only thing that didn't work was the saves with the older version. Its all about making it easier to use now! Keep it going:)
Hey again. I ran into a little problem with your macro and would like to share my solution while I wait for World Machine to finally render my last modification to my terrain.
It's in relation to Unity and splat maps. I found that using your shader I had a lot of trouble getting my splat maps to be sharp and accurate because of the layer blending you have for colour maps. The colour map tends to 'bleed' into the splatted textures from say a green grass to a grey rock, causing some ugly overlapping colour mixtures.
I farted around for a few hours wasting time trying to get it right but was just going around in cicrles till I decided to create the splat manually.
I simply used your macro's colour pickers to create masks of each surface and rendered them out seperately. So for example, sand was just white and all the other colours (for rock and sand and flow) were black. I did this for all surfaces basically making accurate masks from each which included the blending as shades of grey.
Then into photoshop, create a new image (RGB) add an alpha channel and add each mask to the RGBA channels.
I did have to alter some levels of each image to completeley remove any blending and also added some slight g-blur to some.
The results were very good and accurate. Much more accurate than the masks generated in worldmachine.
Hope this helps someone not waste a bunch of hours:P
really well done Buzzcore, really nice macro with high flexibility. can't wait to see how further you will push it
I got various masks output from it for UDK, and i need a little boost there.
I know the usual splatmap workflow, i also had a look at Wenda's colourmap overlayblend and i was just wondering if there wasn't an other was to kind of mix up both.
Using all the nice masks rendered from your Macro to paint surface accordingly, and still benefit of the layer painting in UDK landscape. It would be quite handy for my vast terrain.
really well done Buzzcore, really nice macro with high flexibility. can't wait to see how further you will push it
I got various masks output from it for UDK, and i need a little boost there.
I know the usual splatmap workflow, i also had a look at Wenda's colourmap overlayblend and i was just wondering if there wasn't an other was to kind of mix up both.
Using all the nice masks rendered from your Macro to paint surface accordingly, and still benefit of the layer painting in UDK landscape. It would be quite handy for my vast terrain.
(i hope i make sense )
Cheers
^^^^ U talking Unity? Which engine are you using? If any.
If your using Unity, get this
Hey garth, (remember seeing some of your posts. very nice foliage )
It's specifically for Udk. Actually i managed to set up my splatmap yesterday and make it work in 1 layer. so i have the other 3 to paint vairous details.
After this i can actually narrow my question. Is it possible to dynamically edit the splatmap using vertex paint in Udk?
So far i've got most of the job done with 1 layer and the splatmap, and i tweak things here and there painting manually with the 3 remaining layers. but it's a bit texture heavy, even worse when i plug the normals. If i could vertex paint RGBA values and having those changes affecting the splatmap, i could fine tweak on the fly.
It might be a silly question, i'm not really sure what UDk can or can't do
To anyone that has or had the same problem that i had, that the colors did not work or as in my case the whole terrain was gray, you need to go into the macro, re-load the pictures into the 3 file inputs BUT the first one, Cliff_1 needs to be scaled down as its on my screen probably over 100 pictures. Use the file input on top, re-load the image and while in the little menu use Quick Scaling until its about scaled down to 1 picture (slider should be about half way). Fixed my problem
Well, i must say its kind of broken. I have to do this every time i start a new project, and when adding new nodes i even have to re-assign the pictures. Fix would be nice
So I've been messing with BCORE v2.0Alpha2 in World Machine and thought maybe I could get a nice splat happening for my terrain for a University project.
I have my custom terrain all sculpted and ready to go. I hook up this macro and re-assign the texture maps and lock the overlay... it works.
Except that everything is covered in snow and I cannot get rid of it!
I think World Machine is treating my entire slice to be really high, or something.
You could try adding a Clamp node and normalize the whole terrain by checking the 'Normalize Input' checkbox (it will make your terrain range from the very bottom to the very top). You could also just use a Clamp node and drag the sliders to scale terrain if that is what you want instead.
Replies
I meant this, I managed to put it into worldmachine, I just don't know how to set the nodes up so I can work with it ; )
My WM seems to build for a very long time on the macro, sometimes going to 160% and then when it finishes my terrain disappears from the viewport.
And other times it just wont show the results after building (still looks low -res), but at (1024X1024) it works.
I didn't have this trouble at all. ATM I'm making islands so need beach and sand. Will be posting results when that is up:) Big thanks again for your hard work Buzz:)
2048x2048 will take about 20 mins to build.
This might be cool, how about a slider to change grass hue/sat? is that possible?
'main 1' and 'main 2' are the colours for the grass so you can pick any colour you want, do you mean where the grass is highlighted by the sun through a break in the clouds? If so then I could add hue and saturation but there are so many controls already that the macro takes up the entire length if my screen (any more and I wouldn't be able to press 'ok'). I was thinking of splitting the macro into modules for my next one. If you have anything else you would like to see please let me know
nice one!
and if anyone wants just a general WM tutorial this is handy
http://www.mrbluesummers.com/523/3d-tutorials/colors-and-selections
Cheers
Great stuff looks very promising. Can't wait to try out some new things. For some reason you're example file crashes (BCORE_EXAMPLE.tmd). Was there a new fix? I'm also also curious how to setup the baking of the textures. Is it something similair Wenda showed in his tutorial? Can you perhaps include a new example file wich includes the nodes for outputting the texture. Thanks so much. Very cool.
The macro is visible and installed!! but running the example file WM2.2 crashes :-(
Hi, I think you may be trying to open the wrong example file. The new one is https://docs.google.com/file/d/0B-KgWdxHhEJLVl8wUDhvMGsyUTA/edit
Let me know if that one doesnt work.
Thanks it works now. It would be great if you could add outputs for baking textures. Would you need to add ports to the Main macro (BCORE2.0) Macro OUT.. then add a port then use output node?
What kind of texture do you wan't output? If you are wanting the full colour texture then just link that node up to an "output bitmap" node. If you are wanting snow/sand/rock maps separately then yes you will have to add outputs to the macro's "output" node, then find the relevant textures and hook them up. A bit like what Wenda does in his tutorial.
Yer I followed Wenda Tutorial and managed to get the same results, just thought it would be cool to add to the Macro if you wanted to improve on what you have already.
Cheers
Basicly some similar outputs Wenda had. Like Difusse,AO, Lightmap,Flowmap,rocks,sand,snow.
I have jumped into the Main macro and I think I need this one. Is this correct? Do you only add ports or do you still need link it with other nodes? Your node setup is very large. How do you know were to link it up too?
Can you perhaps post an example?
How do you go about finding the relevant textures?
http://img38.imageshack.us/img38/7914/32687863.jpg
It's nothing that can't be easily done in photoshop and tbh, everyone should be doing it in photoshop so forget I said anything:P
Would it possible to do some reference pic/notes were certain nodes are for outputting each texture. As the setup is very large. I think I have located the Colormap, but other things are difficult to figure out. Or is there a other way to find out what each node is? Thanks.
Cheers again
G
It may be due to me not knowing my way around much in this software, but it's been quite bugging me, as I was excited to use this for my environment. Could someone be able to provide some basic help? That would be very appreciated.
Thanks!
If you double click on the macro on left side window,, then
it will open up (paparameters) then just adjust the color.
http://img24.imageshack.us/img24/9928/wmcolors.jpg
I know how to bring the window up, I just can't seem to actually see any of the changes I make. It's probably something very simple, I'm a newbie to this software, it's bugging me a lot : /
Here's the setup (it's the example file):
But yeah, any chance of making life easier and adding the outputs to the macro? Or can tou explain to us what each image is? It's a pretty daunting task to locate all maps when the viewport window is so small.
P.s. I'm using this macro now:) it's really nice.
G
Hi. Yeah the different outputs will be available onthe next update, as this was the alpha version I just wanted to know that it actually worked. Expect an update pretty soon.
Well I can confirm everything works well. I've spent a week or so with both macros and the only thing that didn't work was the saves with the older version. Its all about making it easier to use now! Keep it going:)
It's in relation to Unity and splat maps. I found that using your shader I had a lot of trouble getting my splat maps to be sharp and accurate because of the layer blending you have for colour maps. The colour map tends to 'bleed' into the splatted textures from say a green grass to a grey rock, causing some ugly overlapping colour mixtures.
I farted around for a few hours wasting time trying to get it right but was just going around in cicrles till I decided to create the splat manually.
I simply used your macro's colour pickers to create masks of each surface and rendered them out seperately. So for example, sand was just white and all the other colours (for rock and sand and flow) were black. I did this for all surfaces basically making accurate masks from each which included the blending as shades of grey.
Then into photoshop, create a new image (RGB) add an alpha channel and add each mask to the RGBA channels.
I did have to alter some levels of each image to completeley remove any blending and also added some slight g-blur to some.
The results were very good and accurate. Much more accurate than the masks generated in worldmachine.
Hope this helps someone not waste a bunch of hours:P
really well done Buzzcore, really nice macro with high flexibility. can't wait to see how further you will push it
I got various masks output from it for UDK, and i need a little boost there.
I know the usual splatmap workflow, i also had a look at Wenda's colourmap overlayblend and i was just wondering if there wasn't an other was to kind of mix up both.
Using all the nice masks rendered from your Macro to paint surface accordingly, and still benefit of the layer painting in UDK landscape. It would be quite handy for my vast terrain.
(i hope i make sense )
Cheers
^^^^ U talking Unity? Which engine are you using? If any.
If your using Unity, get this
http://forum.unity3d.com/threads/155185-ats-color-map-ULTRA-shader-RELEASED
It's specifically for Udk. Actually i managed to set up my splatmap yesterday and make it work in 1 layer. so i have the other 3 to paint vairous details.
After this i can actually narrow my question. Is it possible to dynamically edit the splatmap using vertex paint in Udk?
So far i've got most of the job done with 1 layer and the splatmap, and i tweak things here and there painting manually with the 3 remaining layers. but it's a bit texture heavy, even worse when i plug the normals. If i could vertex paint RGBA values and having those changes affecting the splatmap, i could fine tweak on the fly.
It might be a silly question, i'm not really sure what UDk can or can't do
I downloaded your macro and example file and put the macro in the macro folder, but its not showing up.
I have successfully gotten the coastal overlay working in my macro folder by simply putting it there so im not sure whats going on. Any ideas?
Only thing id like to quickly ask is, you mention that the macro nodes need to be hooked up to the terrain, how and what do you hook up and to where?
The reason im asking is that ive left it unconnected and it only builds to 83% each time
Cheers
Maybe you can fix the paths and save the macro again.
with your macro selected go into Device commande / Save device to library
hello
really great macro buzzcore!
did anyone else have this issue?
how do you fix it?
Edit: Seems it was a firewall issue, sorry
the one used for this image? Having a very hard time with the snow in the new V2, just to hard to get snow where I need it
I have my custom terrain all sculpted and ready to go. I hook up this macro and re-assign the texture maps and lock the overlay... it works.
Except that everything is covered in snow and I cannot get rid of it!
I think World Machine is treating my entire slice to be really high, or something.
Does anyone have any tips for this issue? Thanks!
Original -
With BCORE -
Thanks in advance for any help!
--
This is the project I'm looking to enhance by using these tools;
https://developer.oculusvr.com/forums/viewtopic.php?f=29&t=4218