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Bug Reports and Help / Problem with Tile File Input node & scripting
« Last post by Nanopixo on June 27, 2017, 07:05:23 AM »
Hi,

Here the context: I'm working with large tiled terrain of 16,384km terrain at a resolution of 0,5m/pixel (64x64 tiles) and I often need to use the TileFileInput Node for importing the terrain in WM and doing some filter on it. For production wise I created a simple script for opening the scene, enabling group in order, using specific extent and build tiles.

So what's the problem ?? So, when I manually open the WM file and open the Tile file Input node I alway put the performance cache tot the maximum and do a ResetCache/preload Cache and after that, the tile build is incredibly fast, but if I don't do it, the tile build is really slow and I lost a lot of production time. I tried to save the WM with the this current state, but when I reopen the scene, the performance cache slider is back to default value.

So, my main problem is when I run my script, I would like to modify the performance cache value before going into build process but I don't know at all if it's possible or not ??

Does someone could help me on this problem ?

2
Development News / Re: Dev Silent in Forum and Blog
« Last post by Vision4Next on June 22, 2017, 03:38:35 AM »
I miss the promised presentation that should be online since June, 20th
3
Development News / Re: Dev Silent in Forum and Blog
« Last post by WFab on June 17, 2017, 05:52:34 PM »
@Naima: Yes, it is an independent terrain design tool. Although it would take a few versions before it's as mature as world machine. So I think geoglyph development may continue for a while, as I read somewhere that TOR will have plugin integration with geoglyph. It has some geoglyph features implemented in house for sure, so maybe they will replace geoglyph soon. We are still waiting for more info. You can apply for the public beta starting soon here:

http://quadspinner.com/TOR/
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Development News / Re: Dev Silent in Forum and Blog
« Last post by Naima on June 17, 2017, 05:13:55 AM »
So basically TOR is an alternative to Worldmachine and geoglyph will be mostly included in it?
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Development News / Re: Dev Silent in Forum and Blog
« Last post by WFab on June 16, 2017, 07:01:42 AM »
 
I am getting confused, What is TOR Platform now?

I read its from same authors of quadspinner? I mean whats going on ? World machine , TOR Platform , Geoglyph are they the same development team and are making different competiting softwares?


World machine is developed and maintained by "World Machine Software LLC" (Stephen Schmitt). Geoglyph is a plugin for world machine developed and maintained by "Quadspinner", a separate company. Now "Quadspinner" is working on their own standalone solution for terrain design, known as "TOR platform" at the moment. It's still under heavy development and not much information has been revealed.
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Development News / Re: Dev Silent in Forum and Blog
« Last post by Naima on June 16, 2017, 02:19:42 AM »
I am getting confused, What is TOR Platform now?

I read its from same authors of quadspinner? I mean whats going on ? World machine , TOR Platform , Geoglyph are they the same development team and are making different competiting softwares?
7
Guest Forum / How to combine tiled outputs?
« Last post by navett52 on June 14, 2017, 01:41:16 PM »
Is there any good software for stitching tiled outputs together? Instead of having to place each picture next to the correct one by hand in something like photoshop is there any software that can read the image names and put them together appropriately?
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Guest Forum / Re: Combine two islands made with layout generators?
« Last post by navett52 on June 14, 2017, 01:10:40 PM »
This is my original post, but it was taking so long to get approved I re-posted in the guest board since it seemed more lively. It's approved now though, but here's the link: http://forum.world-machine.com/index.php?topic=3390.0

I was using add at .5 strength, but I had tried max at some point too. I'll try again within the next couple of days just to be safe, and I'll even post my node tree too to hopefully help the transparency.
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Bug Reports and Help / Re: Combine 2 islands from separate layout generators
« Last post by navett52 on June 14, 2017, 01:08:18 PM »
I don't know how I would use a chooser to accomplish this
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General Discussion / Re: Island with SRTM data
« Last post by JakBB on June 14, 2017, 06:38:43 AM »
Use a height selector to select only the ocean, then use a blur on the selector to make it fall off gradually and subtract the output from the original terrain, which you need to combine on "add" to a constant generator, so that when you subtract the ocean you don't go under the lowest value and end up with a flat ocean floor again
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