Vollständige Version anzeigen : Coming from World Machine..
wichenroder
17.May2010, 00:12
Are there any fundamental differences in GeoControl's approach to terrain generation compared to World Machine? What would they be?
wichenroder
17.May2010, 22:32
No one can think of a reason why I might move over from World Machine?
From my experience GeoControl is much easier to use. It's more intuitive and more efficient. This translates into getting more work done in a shorter amount of time. You can create stunning terrains very quickly with little effort.
Isolines give you hands-on control over how your terrain is laid out.
Erosions. Lots of them with a lot of sliders to make each erosion type highly flexible.
Selectors allow you to select terrain based on height, orientation, slope, relative, and roughness. They can then be used as distribution and blending masks for shaders or distribution masks for filters. Selectors, as well as terrains and colormaps, can be exported and used in rendering software.
Don't let the ease of use fool you though. It's a very robust program with a lot of options and flexibility.
These are just some of the reasons...
**Edit**
Forgot to mention that the erosion filters create flowmaps that are automatically added to the Selector stack. These selections can then be used in shaders to create some stunning colormaps.
wichenroder
9.June2010, 10:19
Thanks for the response.
As far as I can tell GeoControl gives you more control than World Machine2 over making and exporting selections, and that's a good thing if you want to create splatmaps for game engines as I do. Not sure it's any easier to use, it's all what you know I guess.
One thing I would miss in GeoControl though is the ability to rotate the scene in 3D view. That you are working with a static image I find a bit frustrating.
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