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Topic summary

Posted by Nav
 - April 23, 2009, 12:43:24 pm
Adjusting colour maps as an overlay while viewing terrain in layout mode would be awsome:)

It would be helpful to have an option that allows an input file node to have the terrain visible at the same time.  It would be useful for example when u have some SRTM data and also some screen captures from Google earth.  Some of the environments I make are trying to recreate an actual location on Earth and I would use these colour maps for material masks and tree distribution...the colour screens from Google are good enough but its impossible to fit it to the terrain...Well not impossible but not very work flow optimised.


Posted by Stephen
 - April 21, 2009, 09:51:15 pm
Hi Ben,

Nice set of suggestions here.

I run 2 monitors on my development systems as well, and the workflow improvements available if you could set a view to each display is notable and immense. Dual monitor support in 2.x so far is a bit of a hack, I hope to drastically improve this in 2.2.
Posted by nikita
 - January 19, 2009, 05:11:11 am
Odd.
Stephen said something about a new release coming soon, maybe it fixes this issue too.
Posted by Ben
 - January 18, 2009, 10:33:54 pm
So I tried it on my home computer with no luck. I'm using Dualview here as well. The monitor order is correct here with #1 being my primary. Here's my specs.

Athlon 64 3400+ 2.21 GHz
2 GB of ram
GeForce 7600 GS
Windows XP Pro SP3

I'm running nView here too, but I tried with it disabled which didn't help. The only constant appears to be Dualview mode.
Posted by Ben
 - January 18, 2009, 01:38:02 pm
I'm currently on Windows XP Pro SP2. Not sure of the model processor (windows doesnt know) but it's an AMD dual core 3ghz. I've got 4 GB of ram and a GeForce 8800 GTS.

I use Dualview setup for my 2 monitors. Right now I've got the 2 monitors reversed as far as the geforce recognizes them in order. So #2 is my left monitor and primary. I have nView enabled with window snapping. It also manages where dialogues pop up. I can't think of any other possible variables right now.

I'll try this on my home computer as well.
Posted by nikita
 - January 08, 2009, 02:10:51 pm
I don't know, I only have one monitor.
But there have been some threads mentioning that it doesn't work in the current release, at least on some systems. Maybe it depends on how you set up your monitors.. whether they share the same desktop or each has it's own?
Anyway, it may be helpful to post some information about your operating system to help Stephen finding the bug.
Posted by Ben
 - January 08, 2009, 01:51:11 pm
Hah!

You know, either it's set to that by default or I was aware of this once upon a time. It was already turned on. However, I'm not getting a second window or any indication that it's working. I tried disabling it and enabling it again, no luck. Is that all I need to do?

Thanks a bunch!
Posted by nikita
 - January 08, 2009, 12:39:47 pm
Quote from: Ben on January 08, 2009, 12:08:30 pm
There are some features I love that other node based programs have. Some are quite simple.

Dual Monitor support: I want this so bad! I want to be able to view my device tree and the 3D view at the same time. This one isn't supported by anything else that I'm aware of but I want it the most in WM.


World Commands > Preferences... > Graphics Options > Show 3D Preview on second monitor
Posted by Ben
 - January 08, 2009, 12:08:30 pm
There are some features I love that other node based programs have. Some are quite simple.

Dual Monitor support: I want this so bad! I want to be able to view my device tree and the 3D view at the same time. This one isn't supported by anything else that I'm aware of but I want it the most in WM.

Line Highlighting: I would like it if when you mouse over or select a device, all lines connected to it highlighted orange or whatever. When you mouse over a device input it would highlight the connecting line. Same with mousing over the line directly. This idea comes from UE3's node editors.

Better Curves: I highly recommend trying Filter Forge for general work flow ideas. They've got the smoothest node editor I've used yet. One major aspect I would like in WM is FF's handling of curves. All Generator Devices have a profile input for curves and there is a Tone Curve device (the same as WM's Curves device except with a Source input and a Curve input) for later curve adjustments. I like the idea that curves are their own group of devices that can be manipulated combined together before inputing into a heightfield. Here's a screenshot that shows what I'm talking about.



They've got a lot of curve devices with parameters to create many kinds of base curves like bias, gain, starstepping, pulse... Then they got curve math, combiners, mirrors...

I also like how the properties of the selected device are on the left panel so I have quicker access to them without losing control of my device view. I forgot to select a device to show this.

Clean Up Device Tree: Maybe WM already has this. I want an option to delete all devices that are not contributing to an Output.

Raw16 Extension: I mentioned this in another thread. I'd love an option to have Raw16 output with .raw rather than .r16

G16 Exporting: This would be a major help to UE3 developers.

That's all I can think of at the moment. :P Just so you know, there are some major features in WM I would love to have in FF too.