How to Build a World: Splicing and Export


Time for the next "How to" post, this time it is time to prepare the terrain we created last time for final details and texturing. This is the what the final node network of the Crater looks like.

You can grab the file here:

The interesting part for this exercise is the Horizontal Split Export child group

Here is a sketch showing how the terrain is spliced and exported.

My reasoning behind this is to make sure make sure the terrain files can have enough fine grain details. Not really necessary for this project, but for the future. When we get into things like rivers and swamp lands we need a very high elevation resolution to make them look good.  

Most WM uses are for computer games or to render a small area in detail or high mountains for a backdrop. But we are trying to set things up to handle both detail AND elevation span enough for a whole world if need be. Therefore I'm going to see if this work, and my results are very promising so until better tools comes along I'm going to use it.

I exported my Crater terrain at the highest build resolution possible in WM 16K, but you can use 8K or even 4K depending on your hardware or time. Make sure you use the Conserve Memory option in the project settings.

After the build, click on each of the Export Devices and Write output to disk. Change the path and file name to what works for you.

I use TIFF because it is a file format usable in many different applications.  Rendering can take hours, but you only need to render once and then write all three export files.

Good luck with your Exports. Next post will be Terrain Detailing and Texturing, coming tomorrow!