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User avatar   Skilled Modder Skilled ModderMember since: 10.03.2008, 11:40Posts: 782Location: Italy Likes: 1
 

 Post Topic: tropical island regenerated ...
PostPosted 22.09.2011, 21:11 
Ok after many settings I managed to get something like this , I have decided to split my 8192 island into 4 tiles to be rendered and created separately with the same settings , I think syoudl be tiling ok after remounting the maps into a bigger 8192 from individual 4096 ....

Here is the original shape and heightmap created partially in geocontrol and mostly in cryengine by hand paint...

Image

What you think?

res of 4096 1/4 tile
Image

res of 1024 1/16 tile

Image

it would be nice to have another feature like distance from sea or distance from water setting in the worldmachine this would allow I guess a better placement of vegetation etc...

User avatar   Superstar Dolphin Superstar DolphinMember since: 16.08.2004, 10:46Posts: 9830Location: Finland Likes: 168
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 22.09.2011, 22:40 
Looks very nice, good to see you're getting your island into CE3! :)

Quote by Prometheus:
it would be nice to have another feature like distance from sea or distance from water setting in the worldmachine this would allow I guess a better placement of vegetation etc...

You can use the "select height" node for that - you surely know where the water level in your map is going to be. :)
User avatar   Skilled Modder Skilled ModderMember since: 10.03.2008, 11:40Posts: 782Location: Italy Likes: 1
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 22.09.2011, 23:03 
I used that but the problem there is some large flat terrain that has no height difference in slope toward the mountains ...
User avatar   Skilled Modder Skilled ModderMember since: 10.03.2008, 11:40Posts: 782Location: Italy Likes: 1
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 26.09.2011, 10:26 
Ok I have made the 4 tiles and they look very nice in worldmachine , but when I import in cryengine I see they look steppy , why?

Image

I have exported in tiff then saved a map from cryengine in raw and pgm , the pgm I can't open in CS5 so I opened the raw file then pasted the tiff inside and resaved , if I did save directly in raw from worldmachine the raw file wasn't read by cryengine , so the final result is as in the picture , I can load the map but it looks steppy ... I have saved in 16 bits format and the range of heights is from 0 to 2048 ...
User avatar   Superstar Dolphin Superstar DolphinMember since: 16.08.2004, 10:46Posts: 9830Location: Finland Likes: 168
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 26.09.2011, 11:20 
How does it look in Photoshop?

1) Normalize the heightmap in World Machine if necessary, so it uses the entire range from white to black.
2) Save in 16 bit RAW in World Machine (the program generates a file with .R16 extension).
3) Rename the R16 file to RAW.
4) Set your Max Height and other settings appropriately in Sandbox 3. At a range of 2048 there's a lot of unused space unless you have 2 km high mountains...
5) Import in 16 bit RAW format in Sandbox 3.
User avatar   Skilled Modder Skilled ModderMember since: 10.03.2008, 11:40Posts: 782Location: Italy Likes: 1
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 26.09.2011, 11:26 
thanks but how do I do to normalize the range?

also the height max of the mountain is 1920 m , woudl be useless to set max height to 2048 in cryengine?or if I put max height to 2048 it stretches the mountains more?

the 1900 peak is a volcan ...
User avatar   Superstar Dolphin Superstar DolphinMember since: 16.08.2004, 10:46Posts: 9830Location: Finland Likes: 168
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 26.09.2011, 11:47 
Oh, well if you have that high mountains, max height of 2048 should be good. Just make sure to set the max height in World Machine to 2048 as well in order to get correct heights in Sandbox.

Normalizing the range makes the highest point white, so then you'd use a max height of 1920 in Sandbox - that small an adjustment isn't necessary, just keep it as it is. :)

You'll understand the steps once you consider that 8 bit grayscale has a total of 256 different height values - that means that for max height of 2048 each change in heightmap brightness is an 8-meter jump in height... 16 bits gives you 65536 height values which allows very smooth transitions.
User avatar   Skilled Modder Skilled ModderMember since: 10.03.2008, 11:40Posts: 782Location: Italy Likes: 1
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 26.09.2011, 13:44 
yes but I am using 16 and I get step edges why that?
User avatar   Superstar Dolphin Superstar DolphinMember since: 16.08.2004, 10:46Posts: 9830Location: Finland Likes: 168
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 26.09.2011, 13:46 
Are you still copy-pasting it through Photoshop? PS uses 8-bit colour mode by default.

I'll verify my workflow as soon as I get home in a few hours. Haven't worked with WM for a while.
User avatar   Skilled Modder Skilled ModderMember since: 10.03.2008, 11:40Posts: 782Location: Italy Likes: 1
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 26.09.2011, 14:33 
I can't do otherwise as I am not generating out of WM a 8192 but I am composing it in photoshop the 4 tiles , the reason why I do this is that I gett better results in the detailing of the terrain if I do a tile at time instead than making a whole land of 8192 ... plus is faster...
User avatar   Superstar Dolphin Superstar DolphinMember since: 16.08.2004, 10:46Posts: 9830Location: Finland Likes: 168
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 26.09.2011, 14:35 
Then make sure you're opening the file in 16 bit grayscale mode. Copy-pasting the RAW then should maintain the quality - as long as you also save in 16 bit RAW.
User avatar   Skilled Modder Skilled ModderMember since: 10.03.2008, 11:40Posts: 782Location: Italy Likes: 1
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 26.09.2011, 18:11 
thee is no option when opening the file tochekc 16 bito nly anyway when I pen it the image mode says is in 16 bits ... tough the results are always steppy....
User avatar   Skilled Modder Skilled ModderMember since: 10.03.2008, 11:40Posts: 782Location: Italy Likes: 1
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 26.09.2011, 19:42 
even if it consumed all 2^16 gray levels there shouuld be still 32 levels for each step wich is quite a lot instead seems that the maps coming out of WM are in 8 bits probably ...
User avatar   Skilled Modder Skilled ModderMember since: 10.03.2008, 11:40Posts: 782Location: Italy Likes: 1
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 26.09.2011, 20:38 
Ok When I shift the tile view location by 8 km it seems all fine but then the result is unmatching edges of the island , each tile is 4096 on the overall island to build of 8192 ...

Any idea why this is happening with WP outputs?

Image
User avatar   Superstar Dolphin Superstar DolphinMember since: 16.08.2004, 10:46Posts: 9830Location: Finland Likes: 168
 

 Post Topic: Re: tropical island regenerated ...
PostPosted 26.09.2011, 20:43 
If you output the heightmap properly, World Machine is perfectly capable of creating 16 bit files.

Does the heightmap look steppy in Photoshop? Chances are WM is using up only a small portion of the available heights, which are then scaled up in Sandbox. That will surely introduce stretching of height values which causes stepping. Take a look at the Histogram in your file to see if only the darkest values are being used.

Make sure you set your World Parameters in World Machine properly; set the world extents the same as you want your Cryengine 3 map be, and in General Setup set "Terrain altitude scaling" to approximately what you want your highest peak to be. Then, normalize the height values since devices such as Erosion will only reduce the range of values - highest peaks will get lower and eventually you end up with a heightmap that uses only the darkest shades, which will naturally introduce stepping.. Normalizing the heightmap will ensure that the heightmap takes proper use of the entire range of brightness values. Use the Clamp device for this (only tick "Normalize input", don't clamp the upper values since that will just cut the brighter shades!)

heightmap_normalize.png
Heightmap before and after normalization.


This is most probably not the issue though - even the darker heightmap there looks perfectly smooth when I import it into Sandbox, so there must be something really wrong with either your World Machine setup, or the opening and saving process in Photoshop... Just double-check you're manipulating the files in 16 bit mode. ;)

I have no idea about the tile view issue, but you managed to get matching tiles before so just do what you did earlier I guess.