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21
Bug Reports and Help / Re: Profound Problem with New WM Builds
« Last post by WFab on October 09, 2018, 01:46:13 PM »
Well, always good to rule out obvious solutions before trying desperate ones.

There have been a few problems with the quadro cards, though nothing this drastic. Try deleting preferences. Go to your "OSdrive:\Users\[username]\AppData\Roaming\World Machine 2.2 Professional" folder, and delete "world.ini" file. You'll need to set up your preferences, paths, and maybe even license after this. Be aware of that if you do this.

22
Guest Forum / River Device - GCS Tweak not accessible
« Last post by gestoryscht on October 09, 2018, 05:12:52 AM »
Hi guys,

First of all I am a newbie, so I hope this question isn't to dumb :D
I have shaped a nice looking river and now I want to break the smooth curves up.
The problem is, that I don't have access to the GCS Tweak options. All I get is a message that said: There are no properties to set for this device.

When I enter a example world file and double click on the river, I have access to the options. After I had copied and pasted the node from the example world project to mine, I had the options.
What am I doing wrong?

The UI of World Machine is a complete mess, but even after trying searching for now almost two hours, I can't find the button to activate the tweak options.

I hope you can help me :/
23
Bug Reports and Help / Re: Profound Problem with New WM Builds
« Last post by ctwiese on October 08, 2018, 05:10:20 PM »
I'd love to say you got it in one... but, nope. That wasn't it.

The viewport becomes impossible to work with (drag to orbit and wait 5-10 s. to see the shape move).

Interestingly, I can drag in the thumbnail to change the lighting and the solid fill in the main viewport shifts in tone evenly (absolutely no shading or texture at all in main viewport).

I have isolated the problem to occur for 2K and higher renders, 512 and 1024 (and +1) work ok.

Default low quality main viewport render appears after changing render size to 2K and greater, but once I hit render, the build runs, the build window closes automatically, and then the 3D viewport "hangs" at the low quality preview.
Once I click and drag or mouse wheel to change my view it "hangs" for a couple of seconds before rendering the flat shaded form and navigation becomes impossible.

Version 2.3.7 works fine on its own and with the geoglyph IDE.

Stephen - if you are out there, got any ideas?

I haven't rung out this new computer yet, but I have had success with Luxology Modo, Quadspinner Gaea, Photoshop, Ableton Live, and a few other softwares.
I won't rule out a problem with a new computer. I'll try what diagnostics I can find to check things out - esp. on the graphics card side.

Quadspinner is using something called Dr. Watson to help with debugging.
I don't know if y'all have that sort of tool available, but I'd give it a go if you do.

Thank you WFab for your suggestion....
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Bug Reports and Help / Re: Profound Problem with New WM Builds
« Last post by WFab on October 08, 2018, 04:20:06 PM »
Just below the 3d preview on top left, click the button named "shaded".
25
Geology and Terrain / Re: Big realistic World
« Last post by JosephSco on October 08, 2018, 08:07:27 AM »
Hi Oleg,

You would definitely want to start with the actual DEM (Digital Elevation Map) for this kind of task. Fortunately the USGS (unlike European equivalents) publishes all their maps and you can download the ones you want through this website https://viewer.nationalmap.gov/advanced-viewer/ . If you have Cinema 4D there is a great paid plugin called DEM Earth which will download all the maps, elevation and shape files that you want for that region automatically https://cinemaplugins.com/c4d-plugins/dem-earth/. Once you have the map there is this old tutorial by Vladimir Chopine on how to enhance the map in World Machine https://www.youtube.com/watch?v=1VMlK7QUkj4 .

Regards

Joseph
26
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.





27
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.
28
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. 
29
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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