Wow, thanks for all that info. I appreciate it, but I'll need to read again to digest it all, got a bit lost along the way there.
My goal is really for my creative writing than a game environment. I've got info on creating a legit solar system (ill post that link next time it's really cool ), got FT for my planet (though I do want to make sure I have proper tectonic plates etc)
I'm doing a LOTR epic, yeah, I know, another guy :-) , but all for my own pursuit at this point.
Anyways it would be cool to have something like what's happening with outerra right now, it would another tool for me, it would inspire descriptive scenes, locations, distances, finding logical locations for settlements etc.
I'm FT is great but I'm not a big fan of the fractal 'look' , not realistic enough. I would have to put it through Wilbur or WM, yeah, get those erosions. Textures I could add more too or such as in go, but just to get where you have would be fine for now.
Oh yeah, the website, yeah that terrain was actually for an art test for the company that makes Need for Speed, it was my first real 'go' with world machine other than tests and experiment muck abouts. The splat map was their method, their own tools used those RGBA channels for blending tiled textures. There is also an ambient map , another grey scale for lights and darks . For my one, it started out as an ambient occlusion map and I ps blended it with the height map from WM. and worked into it.
I modeled the scene in maya using sculpting and then went into WM , the render out diffuse and the high res mesh. The high res mesh then went into zbrush where I added more rock detail, to get a normal map out. and ZBRUSH has a thing called decimation master which is why you can see theres a higher density mesh closer to the road, where the player would be - which I needed to do as the mesh was destined for in game. I used the colour diffuse render from WM at a high res, and in PS used the colour picker tool to select the different separations , grey scales .
I was writing a tutorial document on the whole process, it's for maya but can be translated to max, as i used both, but max is what I'm using now. I was doing that anyway. I didn't get to finish it coz at the time I got made redundant and did have the time, moved jobs and countries! but I could dig it out and send to ya if you're interested. I'll have check it that is making sense, but can't remember how far I got. I was really writing it for myself. As I worked out the pipeline and usually forget what I did if I don't keep doing it, but happy to share the knowledge.
Anyway, didn't mean to write this much either! Thanks for your response I look forward to going through it again.