The entire workflow:
- Part 1: Download elevation data as an image, preparations (editing)
- Part 2: Generate a terrain from texture (WorldMachine)
- Part 3: Modify the terrain in WorldMachine
- Part 4: Generate the additional textures from the modified terrain in Substance Painter/Substance Designer
- Part 5: Create the scene in Maya/Arnold
Part 2: Generating a terrain from a texture in WorldMachine
- After you downloaded the Tiff file (from https://gdex.cr.usgs.gov/gdex/) you have to fix the one pixel wide (or high) column (or row) additional pixels (sometime you have both a column and a row) with an image editing software.
- You might want to adjust the width/height ratio of the image to correct the distortion of the map. (You can change the ratio later in WorldMachine as well.)
In WorldMachine:
- Delete all the default nodes
- Create a File Input node
Generator -> File Input
Double click to open
- Load the texture
- Set the Width and Height values (of course this is an approximation)
Width (in km) = 30 × width of the image (in px) / 1000
Height (in km) = 30 × height of the image (in px) / 1000This was my original output window - Set the Altitude Scaling to Specific elevation range
- Set the Elevation Span:
First value = Data Value Min from the texture output data
Second value = Data Value Max from the texture output data
- Project settings (World Extend and Resolution)
- Turn on Allow non-square extends
- Set the Width and Height attributes (same as in the File Input node)
- Set the Normal Build Resolution (you can change this later to get more detail)
- Go to the General Setup tab and set the Maximum Elevation and Base Elevation attributes (Same as the Max and Min values)
- Set a water level and click the Show button.
- Click the Build button
- Change to 3D view (F8) to see the generated terrain preview
- This is a fairly accurate representation of the real terrain.
- You can change the colors of the terrain: Set Terrain Color… button, or you can turn off the colors and use the shade option only.
Cheers, D
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