World Machine and Stingray

World Machine and Stingray

Anonymous
Not applicable
569 Views
4 Replies
Message 1 of 5

World Machine and Stingray

Anonymous
Not applicable

I'm just evaluating Stingray, really like it so far so want to firstly say kudo's to the dev's.

 

I'm just wondering about the best way of getting world machine terrains into Stingray? Usually they will be tiled and require between 8 - 10 paint layers (which is about bare min). Tiling is probably not the biggest concern for the moment, just being able to get the splats / WM's in and having multiple paint layers available (for road types / grass / rock / mountains / snow etc.) would be good enough for now.

 

I'm a UE user at the moment, just to check that methodology might be similar (as I see material masks).. I'd usually create weight layers based upon .RAW weightmap's. Then use the weighted blend layers tied to textures and hey presto it's done (as shown below)..

 

How would I do a similar material setup in Stingray?

 

P.S SpeedTree would be awesome too.!

 

Terrain mat.jpg

 

 

Reply
Reply
0 Likes
570 Views
4 Replies
Replies (4)
Message 2 of 5

paulkind
Alumni
Alumni

You will need to generate a heightmap (from WM) and create the terrain using the Heightmap from WM.

 

For the materials, you will need to manually create the material from your world machine textures.  All that you are asking can be set up in the shader(s) with some effort, but there is no automation as of yet.  Its doable, and not terribly difficult, but it is a process and a chore.

 

Paul

 

Areas of Expertise - MayaLT : Mudbox : 3DS Max : Inventor : Game Dev
Follow me on Twitter : @paulkind3d

Please remember to give kudos freely and mark acceptable answers as solved!

PLEASE do not send me private messages unless asked to do so. If you have a question, start a thread, and ask me on the public forums where answering your question may help others.

Did you know there was a YouTube learning channel for Autodesk Games? New videos are posted regularly with all sorts of content relative to Stingray, Maya/MayaLT, 3DS Max, and other game related tools. Get your game on @ https://www.youtube.com/user/autodeskgameshowtos
Reply
Reply
0 Likes
Message 3 of 5

paulkind
Alumni
Alumni

If I find some time, ill try to do a conversion process example, but im doing a bunch of other tutorials right now so i cant promise when ill have the free space.  That said, if i find some free moments, ill post back to you.

 

For the time being however i would suggest playing with the shader graphs and getting ourself familiar with the nodes and utillities found in the shader graph system of stingray.  you may even just figure it out yourself.

 

Areas of Expertise - MayaLT : Mudbox : 3DS Max : Inventor : Game Dev
Follow me on Twitter : @paulkind3d

Please remember to give kudos freely and mark acceptable answers as solved!

PLEASE do not send me private messages unless asked to do so. If you have a question, start a thread, and ask me on the public forums where answering your question may help others.

Did you know there was a YouTube learning channel for Autodesk Games? New videos are posted regularly with all sorts of content relative to Stingray, Maya/MayaLT, 3DS Max, and other game related tools. Get your game on @ https://www.youtube.com/user/autodeskgameshowtos
Reply
Reply
0 Likes
Message 4 of 5

Anonymous
Not applicable

I've already got the height map / textures assigned to the terrain with NM's (custom material). Sorry if it wasn't clear but that wasn't what I was asking..

 

Firstly there seems to only be a Base / RGBA assignment, so what nodes would you use to add paint layers outside of RGBA? Secondly tieing the splat map / weightmap to the UV base for each layer. Finally, tiled import.. I gather I would need to create a script to do all that jazz, yeah I get it's not difficult although slightly cumbersome.. I had to do the same in Unity (script / mat for splat and then create a script to stitch tiles)..

 

Just wondering what the best process was in Stingray, as there isn't much info on it.

Reply
Reply
0 Likes
Message 5 of 5

frank.delise
Alumni
Alumni

You can create an new material (empty), delete the standard output and add a terrain base output node.

 

than you can wire up to 16 textures to the color of the terrain using any blending you want. For example, the terrain material uses lerps with weights generated by the RBGA paint mask.

 

So really, you can create the look you want and mask it with any textures you want, either from terrain paint masks or generated externally.

 

Than just assign that material to the terrain.

 

-Frank

Reply
Reply
0 Likes