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October 15, 2019, 11:48:27 pm

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Messages - pokoy

1
Guest Forum / Re: Are The Mods Dead?
June 05, 2019, 05:02:51 am
This place looks deserted most of the time, and mods/dev seem to post here once a year, it's like that for the last 3 years or more. WM development stalled, than revived out of a sudden, only to decline recently yet again.
Considering forum and general presence is the most important part of good support, it might not be worth waiting for any sign of life... If WM was important in my daily work I would've looked for alternatives long ago. Just my 2 cents... hopefully a mod or the dev can chime in and answer your question.
2
I'd love to know if the 800% claim is true for all the nodes or only a few special ones. Is erosion faster now, for example? It was multithreaded before so I guess it applies to other nodes.

Another vote for Paypal payment option here!
3
General Discussion / Re: WM2 <-> unity scaling (height)
September 22, 2015, 09:59:26 am
Hmm, so let's try the other way around in case unity assumes the data is linear but needs gamma applied? I don't think this will work but who knows.
Do the same in PS but instead using .45 use 2.2 and re-save. Like I said I don't believe this will work but at least you've tried everything and eliminated gamma as a possible source of the problem you see this way.
4
General Discussion / Re: WM2 <-> unity scaling (height)
September 21, 2015, 02:40:28 am
As for the PS route:

Open the image, add an Exposure adjustment layer, set gamma to 0,45 (the formula is 1 / 2.2 = 0.45), flatten and save.
5
General Discussion / Re: WM2 <-> unity scaling (height)
September 17, 2015, 09:29:54 am
Quote from: Onkelpoe on September 17, 2015, 04:49:37 am
I think values should be linear, because it´s data, which is represented by the heightmap. AFAIK, there is no way to tell unity, how to treat the heigh maps.
the can not be read by the inspector, therfore no settings can be done. Only thing is to set the player to linear, instead of gamma - but I think this only affects textures, but not heightmaps, as such.


In that case you could apply inverse gamma on the image in PS for example and load that one into unity to see if it matches WM.
6
General Discussion / Re: WM2 <-> unity scaling (height)
September 15, 2015, 11:21:48 am
It might be a gamma issue, this will mostly affect mid-tones making the whole terrain look higher. I *think* WM will save out linear values and you may have to specify to load the image in a linear way in unity.
7
Feature Requests / Re: pan in 3d view
September 14, 2015, 05:02:43 am
Yes, this would be very welcome.

I also sorely miss the ability to orbit in 3d view if a node parameter window is open. These windows should always non-modal so you can orbit in 3d view while changing settings of a noise generator, for example.
8
I would love to see this feature. I asked the exact same question and was told to use a different world extent but it would be way more convenient to just specify an area and temporarily crop the world extent you're working on to save cpu time when building a world, without any additional steps.
9
Feature Requests / Re: Crop output for quick preview?
August 08, 2014, 02:34:34 am
Thanks for the steps.
Still, what I had on mind is a way without having to go into settings at all, a straightforward 2 step process like 'select area' > 'set resolution' (1/4, 1/2, 1/1 of scene settings) > 'build world', all without setting up additional extents.

What you suggest sounds like any easy enough way to achieve it though, I think that'll do.
10
Feature Requests / Crop output for quick preview?
August 07, 2014, 04:55:55 am
First off, WM is fantastic! I believe this is my first post here, so I wanted to say that at least!

Something that would be cool to have is a system for quickly selecting an area of interest and sending only that area to the build the world. It would help to work quicker, without having to go into the preferences, set your extensions, calculate and set them back again. Sometimes, I'm particularly interested in only 2% of the terrain and calculating the whole thing in high-res is a waste of time.
Or is a workflow like this available already?