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Topics - Takulas

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Feature Requests / A few random features request
« on: August 11, 2014, 05:57:18 AM »
A few weeks ago I decided to dive a bit deeper in the Macros creation science. While working and learning I found myself thinking about some features that will make my life a bit easier, I think.
They might not be that great as I think, but anyway, here they are:

1. ROUTER&DISABLE device- will switch and disable at run-time all the devices that are not supplied with data. I see them very similar with the Router device but this device will not only feed the data to only one output, it will also disable at run-time all the other devices that are not supplied with data. The main difference I see is that this device will also disable any generators you have in the network that are linked to the non-feeded ports. This will totally prevent using memory if the devices are not used in the final settings of the Macro.
2. Macros in Macro - We can place macros inside macros and redirect the parameters to the main (parent) Macro. My request is to have the option to also be able to pass upwards the presets from the child/incorporated Macros.
3. The possibility to add longer names for devices and Macro input&output parameters
4. STICKY GROUPS - I noticed that devices become sticky when they are placed outside the group and are close enough or touching the group. I think it`ll be useful to have the option to turn on/off the same feature between groups themselves. Being able to glue the groups between themselves can help organizing the flow, I think.
5. Maintain Zooming -  When switching tabs in the Device View it always zooms out. It`ll be good to preserve the zoom and position of the view-port when changing tabs in the WM interface.
6. TABS in the Macro main UI. Having tabs in the Macro interface will help to organize the Macro. I can choose the first tab to deal with erosion maybe, the second one with colors and the third one with miscellaneous settings. I was thinking that having one Macro Parameters device for each tab will make things easier to organize the connections inside the Macro. Naming the Macro parameters device will automatically name the Tab inside the Macro UI. This will also help quite a lot in the case of having Macros with many settings (parameters). No matter how they look, like the main tabs in the WM interface, or like the Bank Selector device, as long as you can customize each of them individually.
7. Bank Selector for Integers. Having such a device will give me the option to set different values for different devices and switch the values for multiple devices at once with only one cursor(parameter). Fast and with a minimal interface.

Thanks in advance for any of the above.


P.S. - On a side note, I`m really eager to see and try the next WM version.   :)

Feature Requests / Advanced Snapshots
« on: March 27, 2014, 12:45:20 PM »
I was thinking that it might be really useful (at least for me) to have an advanced snapshots feature. What do I mean with that?

Instead of "Save Viewport As Image" option to have a "Snapshots" option. When I click the "Snapshot" in the menu, a viewport capture will be automatically taken, at the full-detail resolution, without another additional click on the "Full-detail Snapshot" button, into a preselected location. Or this functionality can be implemented to the "Full-detail Snapshot" button itself.

The second nice feature will be to remember and store the camera position in the viewport, and save that as an option in the menu, to the "Snapshots"/"Save viewport as image". Exactly like the "Recent World Files" or "Recent Sessions" menu options. And to save all this snapshots with the scene. If I reopen the scene later, I can continue my work, take a few more snapshots and compare them with the old ones. I can redo the old ones too if I lost them too. And with a keyboard shortcut it`ll be brilliant.

It`ll help me greatly, workflow wise. Would that be possible?

Feature Requests / HDD Cache device
« on: April 28, 2013, 03:10:54 PM »
Following prior discussions about caching abilities of the already built data on HDD, I was thinking that maybe instead building such a feature in the already existing devices we have in WM 2.3, would be easier to have a dedicated HDD Cache device that will do exactly this: cache the data on HDD.
I`ll try to describe below the way I see such a device working. I don`t know if is possible but I do hope it is.
Instead of saving the session on HDD after working on a scene file I would use a HDD Cache device and I will choose myself the name of the cache file and the location where to write the data. Maybe I can use the same cached data on another scene by loading the data from disk saved in the previous scene because that branch of the device is identical in both scenes. Once the data is cached by the HDD Cache device, if we choose to build the scene again, the devices places upstream the cache device will not be computed, unless we chose to delete the cache from disk in the HDD Cache device window interface. Or if we change the name of the cache file. By changeing the name of the cache data file can be created different versions for a terrain preserving the cache on disk for each version.
That means that the RAM is free of data cached by the HDD Cache device and the very moment  I click on the Build button, the data is loaded from HDD during the scene build process  in memory (RAM), and after it`s used by the next device will be discarded from memory.
I hope my description makes sense and it is possible to build such a device.

Feature Requests / Device specific/local resolution
« on: March 21, 2013, 08:41:31 AM »

I noticed that the erosion is resolution dependent, but it happened more than once to enjoy the erosion at smaller resolutions and maybe add detail on top of that. To do that I have to build different scenes, each scene for a specific resolution.
Would it be possible to have an option in the device window/interface to set the render at a different/custom resolution specific only for that device?
I think it`ll give a little more creative freedom and workflow wise it might be more convenient.

One minor thing, workflow wise, but pretty helpful in my opinion, would be to have the option to add in "World Machine Preferences" custom paths for different folder locations.
Personally, I like to have all my source images in one folder, so I would love to have that option to set that  folder location for source images in "Preferences..." That means that setting such a folder in "Preferences..."  will automatically direct any "Load" button search location, by default, in the location set in Preferences. The same applies for various outputs and for all the relative paths related to a project folder structure. It will be even better if we`ll have the ability to add as many custom paths we want, this way no matter your project  folder structure looks, you`re able to do it.

P,S, - I find a bit unpleasant that World Machine is always opening the last location I used, and not the one is already set in the device as a Load or save location.


When click on my the "Full Detail Snapshot" button, WM it instantly crashes.
Window7 64bit, World Machine 2.3R2 32&64bit.
Is it OK if I send you the scene at [email protected]?

I tried to export a 36K pixels heightmap and even though I have 64GB RAM on my system I wasn`t able to do that. The estimated required memory is less than the amount memory I have installed but it still gives me the message that there`s not enough memory. In task manager it shows even less memory used than the estimated one. Isn`t possible to save a 36K heightmap with 50GB free memory left on my system? Or is it a bug?

Feature Requests / Tiled Builds - Max tile size
« on: February 15, 2013, 05:46:04 AM »
I tried to build a tiled terrain and I was surprised to find that it wasn`t possible to build heightmap tiles bigger than 16384 pixels.
I`m not creating the tiles for a game engine, so I`m not limited by the power of 2 rule found in games. My intention was to setup something like 18-22,000 pixels size. I have 64 Gb Ram and I think my machine is able to build tiles bigger than the actual 16K limitation. Would it be possible to remove this limit, or maybe shift the limit to 32K tile size?


I just purchased WM2 and I have to say that it`s just brilliant. I love it. :D
The reason I started this thread is that the maximum world size I can build is 16384x16384 pixels. To be honest I was hopping to something like 32k or 64k pixels world size.
Hardware wise I have a decent machine: Win7, i7 970 @4.2GHz, 24 GB Ram, 2 x crucial M4 128 Gb in raid 0, etc...
I was even planning to upgrade to a dedicated raid card and buy 4 SSDs especially for World Machine projects. The thing is that I need to build huge huge worlds.
The amount of Ram it`s not a problem yet. I`m saying that because I used a 512 pixels 16 bit tiff as file input and the other device it was the Overlay view. As you can see from the screen capture, the amount of memory used by WM2 it was around 20 GB Ram, 4 GB less than my installed memory.
Because of all these It thought to start this thread here, in the beta section.


General Discussion / Raid 0 SSD setup - does it help?
« on: April 05, 2012, 03:01:58 PM »

I played so far with the WM demo version and I have to say that I liked it very much.
Before purchasing WM I do have a very specific question:
I have my drive C built from 2 SSD setup in Raid 0, and I have to say that is really fast.  Does it help to speed up things( compared or not with the IDE drives) when the amount of RAM memory I have is not enough? Or it simply doesn`t matter?

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