I think he looks for a way to get the flowmap out of worldmachine. The flowmap gets calculated inside the erosion node. Just check the outputs of the node, there should be one called flowmap/mask. Edit: You might check out this thread. Buzzcore made an awesome Macro for WM, which pretty much handles everything thats needed…
I did new set for Ogre MAgi! Likes are welcome, thx! :) http://steamcommunity.com/workshop/filedetails/?id=171037561 [ame="https://www.youtube.com/watch?v=3qIeYweNl_4"]BurnedBones - YouTube[/ame]
For something like the first image where its covered with other armor, uvs + surface noise should work out good enough. When its not so nicely framed (such as in the last two), you might want to look into using micromesh, or IMM…
Thanks guys for the comments! @Kid.in.the.Dark Here's the setup for the grass. Not very complicated, the SSS color is quite important I think. The shading model is set to two sided foliage. I used a generic blade texture I made in Substance Designer and generated some variety for the blades with UV mapping and using 3…
Alright good information! Thank you very much For those who are looking for crease + Here is the thread. http://polycount.com/discussion/173981/maya-crease-tool-for-hard-surface