View Full Version : LightWave + World Machine

12-18-2012, 07:26 AM
I want to share results my last experiment with Lightwave and World Machine.

Last time i did terrain for Unity with World Machine and Toms Terrain Tools (Unity script to use splat maps and others). I decided to try do the same thing in LW. That means, use splat map to put few textures on terrain.
In LightWave i used splat map (RGB), height map (dispalcement), three textures (R-grass, G-rock, B-sand) plus normal map, generated also in WM (it giving much better result).
My node set up is very simply. Im not specialist in this. That why in LW, on terrain, rocks texture is stronger visible than in Unity. And still i use only one splat map... propably it have bigger potential :)

If somebody is interested to try the same, make better and share own settings it will be good :)


1. Terrain in Unity. (skybox, vehicles and bunker was done in LightWave by me)
2. World Machine set up to generate all maps.
3. Nodes to use splat map and tilled textures.
4. LW look.
5. LightWave render. (SK Sun Light, Sunsky -Light)

12-18-2012, 12:23 PM
Hi Marcus. Looks very nice. One question, what is, splat map?

12-18-2012, 12:53 PM
This is texture in RGBA what allows texture/color terrain with tilled textures to achieve better details than one color map. In LW i could use only RBG channel.
For example R-gras, G-rocks, B-mud, A-sand. I used 2048x2048 displacement, splat, normal + 1024x1024 textures. My example terrain have 4km x 4km.

It's popular i game engines. In Unity for example you can use two splat maps, that means 8 textures + one where grass should be and one for trees.

12-18-2012, 03:54 PM
Very cool. Keep up us to date if you progress further.

12-18-2012, 06:35 PM
Thanks Marcus.

12-19-2012, 07:04 AM
One new LW render and splat map view from World Machine.
This time i used 4096 x 4096 displacement but still there are visible sharp edges on terrain and SubPatch level don't make difference. There must me better way to use displacement than "Displacement Map - T".

01-24-2013, 07:53 AM
As a curiosity i export terrain as OBJ from Unity and load in LW Modeler.

Almost 8,4 mln triangles, Ati 7970 3GB GDDR5, 16BG Ram, i7 950 3.07 GHz and 3 fps ;]

04-19-2013, 10:05 AM
try turning on smoothing at 1%

10-11-2013, 05:46 AM
Hey, any progress on this? I'm no master of nodes, so I'm trying to understand what you did with your nodes in LightWave. Can't reproduce what you did. Would love to learn this!

11-27-2014, 06:32 AM
Passed some time and i did not play to much with this scene... You guys can do it yoursef :) Maybe instance grass could be cool?
Plugin needed:

Scene download:

11-27-2014, 06:29 PM
I just needs a little clouds, casting actual shadows, and some break up on the grass patterns blending with dryer soil areas, and some texturing on the ball :)


Oedo 808
11-27-2014, 06:46 PM
Thanks, it's always fun to poke around with stuff like this.

Mind you I should put things like these into a folder named Room101 because of the number of times I never actually get around to doing anything with them.