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Messages - mattnava

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I work with a secondary window in the 3D view to see the terrain as I work. I often will edit a node's parameters, and will look at the terrain as I adjust the sliders to see its effect. I often want to see how the change will effect the the terrain from different perspectives. However, when a node's dialog is up, the 3D viewport locks and the camera cannot be orbited or moved at all. This means I find myself constantly ping ponging between adjusting parameters and then closing the dialog to change the view. The camera locking seems arbitrary and slows down the workflow. It would be great to allow camera navigation in the 3D viewport even when dialogs are up! I think its one of those small things that would really improve the editing experience. Thanks for considering this.

Matt Nava

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Feature Requests / Re: Use curved device connectors, not angled
« on: July 15, 2018, 11:34:21 PM »
 :D Great! Thank you so much!

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Feature Requests / Re: Use curved device connectors, not angled
« on: July 03, 2018, 07:23:31 PM »
I know this is an old request, but I wanted to throw my support behind it. I find that I periodically have to spend time managing wires in dense projects to try to make sure they dont overlap for readability. Having used other editors like substance designer where they have an option to toggle between square or curved connectors, I find that curved connectors are more readable because they tend to overlap less and are therefore easier to understand what they are connecting.

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I noticed that I get lines of very sharp spikes, like single vertices, poking up in rows like "dragons teeth" across the boundary of soft erosion masks when "enhance mask input" is checked in the erosion node. It is possible to filter them out, however high frequency filters also tend to remove other detail that should remain. Ideally the "enhance mask input" option wouldn't generate this error in the first place. Thanks for looking into this!

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Hi, I am creating a river effect using the paths in a layout generator. I have used the drop curve to surface feature to align the heights of the path to the underlying terrain. I would really like to be able to now offset the entire path up and down, to embed the path into the terrain a bit more or less. However, when you right-click drag a vertex to adjust its height, it only adjusts that single vertex. It would be great if there was a global height relative offset for the path that would maintain the overall shape of the path's height. I expected the "default Value (height)" parameter under the Shape common Properties window to do this, but it seeemed to have no effect.

Even better, I would be great to be able to offset the relative height of many paths at once, as my layout generator has many paths describing roads and rivers that I want to apply offsets to at the same time.

Thanks for considering this feature!

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Hi, I'm attempting to make a complex network of rivers and roads on a large terrain. I've imported a lot of splines paths into a layout generator, and need them to all drop to the surface of the terrain. Unfortunately, even if all the paths are selected, when you right click and choose drop curve to surface, it only operates on the path that you right clicked on. it would be much better if all the selected curves dropped to the terrain, especially when dealing with hundreds of paths.

Even better, it would be nice if the paths could have a setting to remember to conform to the surface, so even when you transform them, they automatically update to the correct height.

Thanks for considering this!

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Bug Reports and Help / Crash on importing svg to layout generator
« on: July 03, 2018, 01:52:37 PM »
WM crashes when you try to import an SVG file. To repro, create a Layout Generator. Do Add Layout from file... Click Set File... in the Layout Shape Import dialog, and choose an svg file. clicking open will crash WM.

I have found that it will not crash if the SVG contains only 1 path. Any more than 1 path in the SVG will cause WM to hang indefinitely.

I have tested that this crashes on both stable and dev builds 3021, but does not crash in version 2.3.7.

Thanks!

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Feature Requests / Export Scene View's water heightfield?
« on: June 12, 2018, 04:04:35 PM »
Is there a plan to create an export node for the water heightfield that is generated by the scene view node? This would be really useful for exporting complex water surfaces to other programs. I can see the heightfield with the scene view node, but I can't save it! Can the logic that shapes the water input to conform to the terrain be recreated with other nodes in the meantime? What is the logic that the scene view does to create that heightfield? Thanks!

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Oh my god thank you so much! This is wonderful. This really made my day! And thank you sooo much for the maya style camera control in the viewport. Awesome update  :D

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Hi,

Thank you so much for the response and for understanding my perspective/use case! I really appreciate it. I hope it does turn out to be a trivial feature  :)

Matt Nava

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Hi, congratulations on the release of Mailbox Peak! Its great! One small request:

The default left-mouse drag action is now panning instead of box-select. I actually much preferred the old behavior of the default left mouse drag action being box select, as right-click dragging already covers panning. This old behavior relieves basic selection and panning from requiring keyboard buttons. It seems trivial to include a checkbox option to switch between the two behaviors.

Thanks!

Matt Nava

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