Category Archives: World Machine Development News

Development News concerning World Machine

Happy Holidays

Hi folks,

It’s been a while so figured I should write a little update! I hope all of you are having a great holiday. Things have been extremely hectic here both personally and professionally over the winter to date so I’ve been pretty bad at keeping up with my correspondence — if you’ve emailed me and not received a response yet, my apologies.

There are some interesting changes coming down the pipe in the next 2.3 Beta due to some contracted changes requested by a customer that will be shared to everyone. More about that in the next post. But for now I just wanted to get a shout out that I am alive and wish you all the best this season!

 

 

Texturing w/ Roads

Hi guys,

Just wanted to post this image which I thought demonstrated a use of mask outputs that I haven’t seen much of yet.

I’ve created a basic terrain, eroded and then placed a road into the terrain via a spline path.

What’s interesting, is that I’ve then looked at the terrain before and after the road insertion to determine the areas that have been cut, and the areas filled, and then textured them appropriately:

Capturing cuts and fills

What struck me how simple this information was to extract from the WM network, but how bloody useful it is to anyone doing paths on terrains!

 

Graphics Bugs

Been working on fixing numerous display bugs lately — one of them turned out to actually be an ATI display driver issue that was fixed in an update, the other another strange driver quirk with a viable workaround.

Graphics compatibility vs performance has always been a challenge, as a content tool WM is sometimes run on substandard hardware and needs to remain compatible with that… while at the same time, when displaying high resolution output requires real-time performance as well.

I’m thinking WM 2.3 Beta-2 will be released sometime in the next week or so to bump out the changes to everyone!