How to Build a World: Splicing and Export

2017-10-15

Time for the next "How to" post, this time it is time to prepare the terrain we created last time for final details and texturing. This is the what the final node network of the Crater looks like.

You can grab the file here: https://www.dropbox.com/s/vmxstyur97ze0uc/Crater%2010K-11.tmd?dl=0

The interesting part for this exercise is the Horizontal Split Export child group

Here is a sketch showing how the terrain is spliced and exported.

My reasoning behind this is to make sure make sure the terrain files can have enough fine grain details. Not really necessary for this project, but for the future. When we get into things like rivers and swamp lands we need a very high elevation resolution to make them look good.  

Most WM uses are for computer games or to render a small area in detail or high mountains for a backdrop. But we are trying to set things up to handle both detail AND elevation span enough for a whole world if need be. Therefore I'm going to see if this work, and my results are very promising so until better tools comes along I'm going to use it.

I exported my Crater terrain at the highest build resolution possible in WM 16K, but you can use 8K or even 4K depending on your hardware or time. Make sure you use the Conserve Memory option in the project settings.

After the build, click on each of the Export Devices and Write output to disk. Change the path and file name to what works for you.

I use TIFF because it is a file format usable in many different applications.  Rendering can take hours, but you only need to render once and then write all three export files.

Good luck with your Exports. Next post will be Terrain Detailing and Texturing, coming tomorrow!

Patreon Goals

2017-10-12

Due to the success of my Patreon, and especially the number of patrons who have  pledged to the Trailblazer and Cartography Levels. I now have both a platform and an obligation to undertake projects that satisfies as many backers as possible.

My impression is that there are two main reasons to back my Patreon. One is to urge me to create more of what I've been doing for years, Greyhawk Maps and in some cases Midgard maps. The other reason is more technical, to learn how to do what I do.

One of the most important goals for me is to try and make these to interests work in tandem and support each other, and not compete for time and resources.

The way I will try and make this work is to have each project have a technical goal with examples, and a practical implementation released as Creative Common content set in Greyhawk.

For example, the technical goal is to map fjords. The project will produce a map of fjords that has as many features that can be needed to produce a 3D model of a fjord landscape. This part of the project will be set in an "artificial world" that focus on solving technical challenges and interesting results.

The other part of the same project is to implement the technique in an appropriate area of the Flanaess (or other area of interest). For a fjordlands project the Vatun's Teeth area of the Kingdom of Schnai would be a great place. So a detailed map of the Schnal Fjord leading to the city of Soull would be the result.

One of the technical hurdles to overcome is to make sure the pieces fit together, so what is created in one project will match content made later. I think I now ho to do this properly, but it needs to be tested before we set out to map the Flanaess in 10 ft/px scale. A few projects that are separate from mainland Flanaess are needed to work out the kinks.

The first one will be Islands, where the technical part of the project is being decided by the Trailblazer and cartography backers right now. The Creative Commons part was voted on in the Flanaess Geographical Society Facebook group, and the winner was Lendore Isle so it will go first.

Next project will be multi project with the scope of a really large island or subcontinent, divided into parts and then merged. This will keep me busy the upcoming spring, and if the results are good enough its time to hit the mainland.

My working name for the "artificial world" that will be created to facilitate the technical examples is Ego. It will be a super detailed place with everything in it, but no names and stories attached. Eventually Ego maps will be available to purchase in various formats for non backers in Content  Markets.

My Patreon Projects will start out with modest ambitions, but as technical hurdles are overcome and if I get more backers I will be able to tackle bigger and bigger pieces. One of my goals is to get enough support to be able to hire help, then we can do some big land grabs!   

I think this approach can work and improve both the results and what can be mapped, and I hope you agree with me!    

Project 2: Islands - Suggestions!

2017-10-12

Time to brainstorm the next project.

My goal with this project is twofold: 1. Introduce water and vegetation. 2. prepare for the first Creative Commons Project: Lendore Isle.

The parameters this time is that it needs to be islands that fit in an area 100 km across (roughly 60 miles). So something surrounded by water and sticking out of it. What type of islands do you want?

All appropriate suggestions will be in a poll that all patreons can vote for on Monday, so you have from now until end of Sunday (Pacific Standard Time) to come up with interesting ideas. 

Crater, first test renders

2017-10-12

Couldn't resist the temptation to make a couple of test renders in Vue to see what the final terrain could look like. The texture needs some more Photoshop work but its close to what I envisioned. I hope you agree 🙂

The terrain might look barren, but don't let that fool you. There are some interesting features hidden here and there, like near the center of the crater....

Texture and rendering under way!

2017-10-10

Here is a sneak peak of what the top down map will look like. The scale will be 10 ft/pixel!

Rendering is mostly done. The terrain is sliced horizontally into three parts each rendered @16K, and then stitched together in Photoshop.

Next phase is Photoshop editing, adding some details, paint over some ugly parts and general touch up.

This sneak peak is a composite of raw renders straight from World Machine, which works great for top down views. But the final map requires more than that!

Coming up soon:

A full report for everyone will be up in a few days.

Time to start planning the next project, so I will post about that for Trailblazers and Cartographers tomorrow.

Next "How to" post for Cartographers will come later this week when renders are done.

A first texture test

2017-10-07

Work on details and texture are under way!

How to Build a World: Terrain Building in World Machine

2017-10-04

The World Machine file have gotten bit more complicated. We now have 7 Layout Generators and 7 child groups in the Terrain Group.   

You can download the file here:

https://www.dropbox.com/s/xihuo4hhzplmuri/Crater%2010K-8.tmd?dl=0

This file requires the use of World Machine Developer Build 3016. If you're a licensed WM user you can download it here:

https://update.world-machine.com/upgrade.php

The small craters dotting the landscape are using the Localspace feature.

I have masked the Localspace Scatter Device using a Layout Controller as sen in the image above. Layout Generators often have a tendency to have sharp edges even when you use a falloff, so I'm using a Blur Device to smooth the edges.

There are some texture devices and an Overlay Device in the Craters Child Group. I grabbed this whole group from one of the examples files and it came with the texturing devices. They will be good to have in the next stage so I kept them, but they are not needed to create the terrain.

The other terrain type child groups are basic and straight forward. The bottom one that I forgot to name is just added erosion. This terrain is supposed to be a very harsh rough landscape, but still want added erosion in certain places, this setup will do that.

The big crater is done using two Layout Generators and a set of shapes.

Try and use a combination of shapes with different Height, Falloff and Falloff Profile Curve settings to create a natural range and diversity in the landscape. Combine several terrain types and vary the erosion.

 

Building a World: Terrain

2017-10-04

Last week was the setup, now its time for step two: building the terrain. In this project that is rather strait forward. A large crater, a huge deep canyon and the necessary surroundings.

A piece of harsh terrain 30 miles across, that looks even more barren without proper colors and textures. What you see here is one of the elevation color sets I use during my terrain development.

For this terrain I'm using five different terrain types plus randomly scattered small craters and one type manually applied extra erosion. 

Future projects might be suing many times that, my Midgard project uses 12 plus 10 special added features.

There are a few more special features I want to add to this terrain, but I will wait with them until later.

The next step is to take this elevation model and give it the proper look using colors and textures.

More on that soon!

A sneak preview of tomorrows post

2017-10-03

Crater is taking shape....

2017-10-02

A first sneak peak of the Crater terrain taking shape. The terrain is 50 km (30 miles) across and the crater rim reach more than 20 000 ft up from the surrounding plains.