{"id":324,"date":"2008-12-13T02:38:19","date_gmt":"2008-12-13T08:38:19","guid":{"rendered":"http:\/\/www.mrbluesummers.com\/?p=324"},"modified":"2010-05-19T17:01:52","modified_gmt":"2010-05-19T17:01:52","slug":"world-machine-2-review-2","status":"publish","type":"post","link":"http:\/\/www.mrbluesummers.com\/324\/blog\/world-machine-2-review-2","title":{"rendered":"World Machine 2 Review"},"content":{"rendered":"

Hey Everyone, I’ve been playing around with World-Machine 2<\/a> for the last few days, and I\u2019m impressed with a lot of the changes that have been made. I had the pleasure of using the beta product, and when version 1 came out I bought it because it turned out to be a good pipeline addition. Now that version 2 has been released, I think it\u2019s time to write a quick review!<\/p>\n

\"The<\/p>\n

High Resolution, Photo-Realistic Terrain Generation<\/p>\n<\/div>\n

For those who have never heard of it, World-Machine is a program that lets you generate procedural terrains. Hand painting heightfields in Photoshop or a level editor (barf) is tedious and usually doesn’t yield realistic results. Several programs include some procedural landscape generation ability like Vue 7 Infinite, by e-on software<\/a>, and Terragen, by Planetside<\/a>. The goal of World-Machine is to build the heightfield and save it to a .ter (for terragen) or .tif (for anything else), and then import it when needed. All of the images in this post are from World-Machine; imagine how good these look when they’re rendered! World-Machine is, hands down, the most robust program for generating landscapes.<\/p>\n