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  • Stottys Terragen Tutorial
  • Utilising World Machine output to texture your terrains
  • User Level - Intermediate.
  • Introduction and Requirements

    So you have your awesome terrain, you have some spectacular lighting, and you have some textures, ahh yes, those textures, bit obvious they are Terragen textures, not quite following the rules of nature huh? Well, hows about livening your scenes up a little. Have you ever wanted to create a snowscape where the snow looks like it has settled into those ridges, or how to place a lava flow down a mountainside, even simple sand in a dried out riverbed, not too tricky to do any of that if your terrain is flat, but what about positional texturing on the side of a mountain...

Here is where World Machine can help us.

Before we get going, Please make sure you have all of the following

  • Terragen (the latest version is 0.9.16)
  • World Machine (currently 0.99 and experience with World Machine not required)
  • Terragen SO Pack Plugin and the
  • A graphics editor such as Photoshop or Paint Shop Pro (any one will do so long as it allows you to adjust brightness and contrast of an image)
  • The INITIAL Terrain File - This will allow you to step through this tutorial and see how things happen for yourself.

    Have a look at the following image, this has just two textures including the base texture.

Here's how to do it :)


  • Start with World Machine first

Open up World machine and delete the default devices that appear (click to select the devices and press delete) so we have nothing there.

  • Loading a terrain into World Machine

Add a file-input device (click the icon and click on the blank canvas) as shown below:

Load your terrain file by double clicking this new File Input device you just added, click the [set] button in the next window that pops up, point to your terrain file, then click [OK]. Click [OK] again to exit the dialog box.

 

  • Configure the terrain output size

Click on the world size icon .. and ensure the total size = 512 pixels. You need to do this regardless of your original terrain file. This defines the output size.

 

  • Add Erosion

Now that we have our terrain to work with, we need to do something which allows use to position our textures. The device I used to highlight the valleys in the scene was the erosion device. When you add this device, World Machine will work out where the erosion effect of rivers would be and erode your land accordingly. A great side effect of this is the ability to capture the specific areas of erosion and save it to a bmp file.

Add an erosion device to the canvas as follows

Select the rain and river erosion device icon , then click on your canvas.

You will need to specify the type of erosion required, use these settings as an example, but you are strongly encouraged to experiment with this. Double click the Erosion device to bring up the properties box.

Now create a flow line from the File Input device to the Erosion device as shown in the screenshot below.

 

  • Define Your Output
    Two further devices are needed now to complete the task...Add 2 File Output devices to your canvas and link them to the Erosion device as shown below.

The top File Output device is the actual terrain with added erosion. This is actually an optional step, but to ensure your textures in Terragen lie correctly, it is advisable to create a new terragen terrain file with this erosion added. (Hopefully this will become clearer in the next step). To create a Terragen .ter file with this new erosion, double click the File Output device to bring up the following dialog box..

Select 'Terragen Format' as your output type, then click the [set] button and specify your filename. Also in the dialog box, it is helpful to check the save after every build box to ensure your file is updated each time you make a change.

Now for the reason you are reading this tutorial :) - the second file output added allows you to capture some filtered information from the erosion device. The first of the brown boxes on the device indicates this is going to output the Flow Map, this is information which the erosion determines is the actual flow of the river which would perform this type of erosion. We can store this information in a BMP file for later use in Terragen. Double click the second file output device, select 'Windows BMP' as your output type, check the box to save after every build and select the destination of your file via the [set] button as shown below.

NOW BUILD YOUR WORLD by clicking the green button

 


  • The bit before Terragen

    Before we take our World Machine output into Terragen, we need to tweak the BMP file which shows our flow map. Load up your favourite graphics application, load in the BMP file and increase the contrast of the image by 100% so it looks like this example.

    Now resave your bmp file and ensure it remains a 24 bit Windows BMP File format and remains square.


  • Now the bit you've been waiting for - The Terragen Bit

    Fire up Terragen and load the new terrain file (The one created In World Machine in the first of the 2 File Output devices)

    Set up your camera and lighting as required, then go to the Texture part of the Landscape dialog. I find when doing snow scenes, the darker the rock the better, so make your base texture really dark (red=1,green=1,blue=1) or values close to it.

    Add a child texture.

    Double click the new child texture and select the Advanced tab. The important settings which need changing are highlighted below.

    Texture colour and bumpiness

    1. I am going to make the texture a nice bluey white given I am doing a snow scene, so change the primary texture colour to what your creative inner self requires
    2. For Snow, bumpiness not too much on this
    3. Again, snow looks great in the valleys when this setting is reduced
    4. Scale/Bump, up this to the max again for Snow - good in small doses for grass too
    5. Texture Distribution

    6. When making these adjustments, this image will show zero coverage, don't worry at this stage, things will get clearer
    7. When using external distribution masks, always set this to Zero coverage. The coverage is implied through the use of the bmp file we have waiting to load.
    8. Ensure this is set to the min value when using masks too to ensure correct coverage.
    9. No need to specify any Altitude or slope contraints here either, as said in step 6, the coverage has already been deterimed as we will see now.
    10. The Texture Distribution button (see below)

  • Using the SO Pack Overlay Distribution plugin

    You will have noticed there are two 'TEX' buttons in the texture editor within Terragen, the top button allows you to modify the look of the texture you apply to your scene, the bottom button (I have highlighted it in the above screenie - number 9)

    When you select this bottom TEX button, a dialog will appear to allow you to select a plugin. Click the '+' key to display a menu of available plugins. The one we need to select now is the 'Surface Distrib. Version'

    This allows us to supply a BMP file which has information about where to place our textures. The white areas in the image will be the texture, the black denotes no coverage.

    In the next dialog box, we need to tell the plugin that the method to use is transparent, This means your textures will not be covered if the area in the bmp file is blank. set the tile size to equal the terrain size and the number of tiles equals 1.

    Click the OK button and select your World Machine BMP file which you upped the contrast on. This will be loaded into Terragen. Wait for the message saying how much memory it will use, OK that and OK out of the plugin selection window.

    Once back into the texture window, you will notice the little B&W image which shows coverage has changed, this should now match your BMP file.

  • RENDER YOUR SCENE - You've finished :)

    Further Reading:

    There is a more advanced Tutorial which explores Erosion masks in much more detail on the World Machine Website here, if you feel happy enough with the one you just read, I strongly recommend you take a peek.


Tutorial written by Graham Stott © 2003 - Please do not reproduce without written consent. If you found this useful and would like other Tutorials, please contact me either through Stotty at DeviantArt or Email Stotty.

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