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August 22, 2019, 06:06:49 pm

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Topics - blackpixel

1
Development News / Erosion bug
November 19, 2012, 05:35:14 am
I have found a bug in the erosion node in WM pro 2.3 beta 4 x64.
When Geological-time Enhancement is on the Erosive Power increases every time you change filter strength.

to repproduce:
- lay down an erosion node
- enable Geological-time Enhancement
- change filter strength -> erosive power increases
- close erosion dialog
- open erosion dialog again
- change filter strength -> erosive power increases again

Right now my workaround is to pipe a scalar parameter into "Multiscale Bias"

cheers
2
Development News / strange RMB behaviour
November 12, 2012, 07:37:11 am
Hi!

I can't remember this has happened to me before.
When I right mouse click + drag in the device view it sometimes jumps back to layout view. Is this intended ?

To reproduce:
- open WM2.3 Pro beta 4 x64
- right click in the open device view space -> nothing happens ( as it should be ? )
- right click + drag also works
- now switch to layout view and then back to device view
- right clicking now always switches to layout view
- right click + drag sometimes switches to layout view when RMB is released

cheers
3
Feature Requests / Tiled Build export options
July 04, 2012, 02:42:04 pm
Some thoughts on OBJ exports in WM2

Task:
Generate and export a big terrain as a tiled build in obj format.

Problem:
Each obj's mesh is named "TerrainMesh" and is positioned at 0,0 and you usually have to adjust the scale.

Solution:

3 additional options for the  mesh output node:
- Save absolute position on tiled builds ( also see # )
- Object name = file name
- mesh export scale factor

I usually have a scene / shot already set up and have to add meshes from other applications like WM2. ( So the scale is basically set )
The only workaround now is to have a custom import script which renames, scales and positions the tiles based on their string file name.
Bur when I have to tweak a Terrain in ZBrush then I need to go through 3dsmax first  because of the problems stated above.
Also when I need a certain part of the mesh in higher res, then I need to export a different extent and position the tile by hand.

# This would make "absolute positions" even more powerful:
You could make an option to pick one Render Extent as a reference for the absolute position.
( Not necessarily the same you have set in your build options )
This way your main extents for your tiled build and other extents for detail exports ( "we need that cliff with more details" ) would match in world space because they are all relative to the Extents you have set as reference.
=> a lot of time saved

I think with those simple additions WM would integrate much better into a working pipeline   8)
Also it's just about the mesh output node ( easy to implement ? / not breaking anything else ? ) so yeah ... just some thoughts / wishes :)

cheers
4
Development News / Falloff Profile Curve Bug
July 03, 2012, 05:21:39 am
Hi!

I think I found a bug.
Seems like the falloff options are not working in 2.3 Beta 3.
They work fine for Box, Circle and Polys, but for Lines they do not respond at all.

cheers