Recent Posts

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Bug Reports and Help / Profound Problem with New WM Builds
« Last post by ctwiese on October 08, 2018, 07:33:54 AM »
I have just updated my computer to a brand new Dell precision T7920 workstation with a nVidia p4000 card, 64 Gb ram, 12 core Xeon gold processors... I was looking forward to exploring what the new builds offer.

I open the startup file, change the render to 2048x2048 and I get a solid block of color where the land should be - and it is stuck with that for the display. I can orbit the land, but it remains a solid color block and it is very, very slow to respond.

The same problem occurred with 3020 and 3023 builds.

Help...

This is the first time I've run into anything like this in all the years I've been at the software.





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Bug Reports and Help / Re: Need help: Output mask artifacts - Can't get rid of them
« Last post by WFab on October 07, 2018, 02:06:16 PM »
You can again use Bias/gain device to manually tweak the height and contrast. That shouldn't create problems with tiled builds.
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Bug Reports and Help / Re: Need help: Output mask artifacts - Can't get rid of them
« Last post by LS_Quest on October 07, 2018, 12:53:57 PM »
Thank you for the reply, WFab, it caused me to re-think my entire strategy.  I did some experimenting with Bias/Gain, multiple selectors, but no change.  It turns out, the Clamp node that's used to Normalize the terrain was the culprit (there is a warning that comes with the node referencing tiled builds).  Is there a substitute for the Clamp/Normalizer that works with tiled builds?  Now the terrain is relatively flat compared to Normalize turn on. 
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Bug Reports and Help / Re: Need help: Output mask artifacts - Can't get rid of them
« Last post by WFab on October 06, 2018, 02:40:59 AM »
Wm masks tend to be smooth around the edges, which creates problems when exporting to engines that have optimizations in engine that handle alpha differently, especially when you export masks in an 8 bit format. Try to keep your masks at 1 and 0, no halfway greys. You can get away with small amounts, thin bands, for smooth transition. Use bias/gain device for cleaning up the mask. I don't have extensive knowledge of how UE handles alpha, but this is a common problem all around.
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Bug Reports and Help / Need help: Output mask artifacts - Can't get rid of them
« Last post by LS_Quest on October 04, 2018, 08:07:47 PM »
Hello WM'ers,
   So I have this annoying 'artifact' / 'ghosting' thing happening on my Output masks that I'm importing into UE4.  The issue is clearly with WM and not UE4; I only attached the UE4 screenshots to further illustrate the issue. 

First pic, as you can see, the ghosting is occurring to the right of the main mask. 
Second pic is screenshot in UE4.
Third pic is screenshot of overhead in UE4.
Forth pic is a screenshot of WM Device View.

I have been working with this for about a month now, and just can't seem to pinpoint the origin.  I've tried multiple output methods, starting over from scratch, I even deleted and reinstalled WM, all with the same results.    If you have had this issue and fixed it, or have some insight, please advise.  Thank you for reading.

Dan
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Guest Forum / Re: Huge world tiles
« Last post by Pattaraporn on October 02, 2018, 11:47:26 PM »
is there any way to make it more easy?

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Macros and Plugins / Re: TeTo : The Texturing Toolbox!
« Last post by WFab on October 02, 2018, 10:23:34 AM »
Hi, looks great, but is it possible to load in diffuse textures into the macro instead of a color palette?

Not yet. Although it's very easy to create a texture based on diffuse texture using file inputs and choosers in a cascade form. No macro required.
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Guest Forum / Re: Huge world tiles
« Last post by JohnWick7 on October 02, 2018, 02:43:58 AM »
What is the complex?
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Macros and Plugins / Re: TeTo : The Texturing Toolbox!
« Last post by CoGaTe on October 01, 2018, 04:40:06 PM »
Hi, looks great, but is it possible to load in diffuse textures into the macro instead of a color palette?
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Bug Reports and Help / Re: SRTM Seafloor
« Last post by WFab on October 01, 2018, 11:53:33 AM »
Could you also send me the input heightmap? You can pm me instead of posting here.
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