World Machine Development News World Machine Pro Development

Layout Shapes

The shape distortion code for Layout mode is pretty much done now. Although with the optional override inputs you can certainly take specific control to achieve some special effects, it was important I think to have a minimal-fuss, built-in noise generator that would provide basic shape distortion without having to plug anything together.

Example Layout Shape

Above is an example of the output that WM might produce with the shape distortion when I’ve drawn a simple polygonal “U” shape. Of course you would then combine that with fractal noises and erosion to produce a terrain:

Final Terrain

For the next few days I’m going to be working on polishing off the last options for the Tiled Output code, and then things might well be ready to go to the Alpha team for first testing. There’s lots of code left to be written, to be sure, but testing work can start long before its 100% complete in that regard.

By Stephen

Founder of World Machine

4 replies on “Layout Shapes”

This certainly opens up alot of possibilities for say making mountain chain networks following a path with island chains… definatley can fake some real-world techtonic movements… something i have been wanting to do for a long time now………

Excellant, this will definately bode well for the ME-DEM Project, can’t wait for the realease of Pro. SeerBlue

Absolutely excellent news!
It would be nice to be able to use splines to define networks at the grand mountain chain level, and then procedurally generate fractal networks (L system style or some such) attached to this basic spline network to form mountain ranges. And so on down in scales: mountains, valleys, outflow basins.
The splines would describe either or both the ridges or the water channels (colour coded for visual feedback). It would be super-useful to be able to create one network, ie the ridges (at any level of scale, either manually, semi-procedurally, or purely procedurally), and then have WM generate an interdigital network of water channels. This could serve as the basic upthrust mass on which WM works it’s erosion goodness.
What would be nice is a unified (multi) fractal network (or whatever description best described these phenomena) generator. The network would be described by lines or splines perhaps. One could have user control of the generator at all scales: purely procedural, procedurally assisted in the layout mode, or purely manual.

How in the heck do you do this without a school filtering it all the damn time!? I’m tryin to design gangsta Island dammit!

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