• Welcome to World Machine Community. Please login or sign up.
May 20, 2019, 06:32:08 pm


Read the Development Diary for an inside look at World Machine's progress!

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - latego

Development News / Re: 2.3 Beta-1 Changelist
June 07, 2011, 05:59:41 am
Got the beta, thank you.
Development News / Re: 2.3 Beta-1 Changelist
June 02, 2011, 11:48:57 pm
Apart from bug fixes, is this the complete list of new features for version 2.3?

B.t.w., I failed to log with my registration number (I upgraded from 1 to 2, can this be the problem with the code?)

Another alternative would be to use an approach similar to GeoControl or L3DT one.

You start with a certain resultion (e.g. 16x16) perform some processing then upsample by a factor of two and... rinse and repeat until you reach the final resolution.

Imagine the effect of doing erosions at different scales: on coarse map it would carve large gullies while on finer ones would create details.

Feature Requests / Re: mesh + displace map export
April 24, 2009, 01:03:39 pm
It would be an important addition to WM because it would make possible to render terrains also in programs with no specialized terrain primitive (e.g., there is no terrain primitive in Kerkythea).

Feature Requests / Re: Feature request
October 02, 2008, 12:46:49 am
I have understood that WM handles heightfields as arrays of floats in the [0, 1] range, occasionally scaling between this range and the real world one.

I don't think that it would be so difficult form Remnant to think the height values not as a fraction of a range, but as actual height values (e.g., not .5 out of 2630m, but 1315(m)).

My experiments (described in Renderosity Vue forum) have shown that Vue standard terrains butcher the 2 highest octaves of the signal while all the rest is left untouched. This means that one needs a super sharp (in the frequency domain) filter in order to enhance only what has to be enhanced; no usual filter has a frequency falloff sharp enough for our purpose: only a Fourier filtering allows to modify just a few, well known, coefficients.


P.S.: while you are at it, add at least the Haar wavelet  :lol: :lol: :lol:
Quote from: nikita on September 25, 2008, 05:12:09 pm
I hope I'll be able to write one or two plugins based on my new found convolution and fourier analysis super powers :)

Absolutely great! I have tried the unsharp macro in order to sharpen terrains for Vue renders but the results have been mixed (due to the simple fact that the processing needed for the purpose requires a Fourier transform) and therefore Fourier filtering plug ins would be an absolutely wonderful addition to WM toolkit.

Feature Requests / Fourier Filtering
August 29, 2008, 01:09:47 am
Dear Remnant, this is not a proposal for next patch :D.

Currently I am fighting an uphill battle on Renderosity Vue forum in order to show people how to create sharp terrain renders using Vue standard terrains (Vue procedural terrains are much slower than standard ones so the speed advantage matters).

The core of the solution is to counterract Vue atrocious smoothing of the highest frequencies in the heightfield bitmap.

Currently, a modification of the sharpening macro does quite well but I found wondering... what if Remnant added Fourier filtering to WM? In this case it would be possiible to perform very precisely band limited frequency highpass which would obviously be better than the ad-hoc unsharp masking approximation.

What if?

I think I might have found a bug in the Basic edition of WM2.0.

I have created a series of networks, each in its .tmd, the the output of each stage is read back into the input of next one. I have set the Auto-refresh from file at every build option but apparently this flag it not honored. As last information, each .tmd is opened in a different instance of WM2.0, instances which I cycle appropriately, pressing the Build toolbar button.


If anybody wonders why, I was experimenting in having a cascade of networks, each with different resolution, the first being 32x32 and then 64x64, 128x128 etc, up to 512x512 for the last pass. Both L3DT and GeoControl perfom a successive refinement build process at increasing resolutions and I was trying to emulate this behaviour.
Geology and Terrain / Re: Generate PLANETS
July 19, 2008, 09:03:54 am
The original developer of Fractal Fantasy Pro has also created another program, free as beer, Wilbur http://www.ridgecrest.ca.us/~jslayton/software.html (actually, Wilbur predates FFP). The only other solution for creating whoile worlds is Mojoworld http://www.pandromeda.com/.

Generating a tiny area is already enough hard job so there is not much activity in whole world generation.

As a last remark, if you need to create whole planets for space scenes, there is also LunarCell http://www.flamingpear.com/lunarcell.html.

Quote from: hakujin on July 09, 2008, 08:40:16 am
As a new member, I was surprised that a search of this forum failed to find any mention of MojoWorld - even though I've spied several Mojonauts among the WM membership.

Is Mojo a taboo subject around here?

How does working in the World Machine interface compare to working in MojoWorld?

MojoWorld is not a taboo subject, we just have respect for dead programs (last sign of life on Pandromeda website goes back to April 28th, 2006 i.e. 2 years and 2 months ago!).

To do the equivalent of a splitter, drag a connection starting from the DESTINATION input towards the SOURCE output. You will see that the new connection does not replace the old one, but is added the to it.

Quote from: JohnnyBoy on July 04, 2008, 06:28:27 am
Quote from: JimB on July 04, 2008, 06:05:14 am
Installed WM2, love the new features, but every time I launch the app I have to re-enter my User Name and registration code. Any clues how to have it just launch normally as if it's not the first install?

I'm having the same problem on 64-bit Vista. I've tried running the 32-bit version and it also asks for Username and registration every time I launch WM2.

Vue has the same problem and the work-around is to run it as administrator.

Beta testers, or better ex :P beta testers, have any special offers or do we upgrade at the same conditions of other users who own W1.25?

General Discussion / Re: WM2 full trial?
June 23, 2008, 10:41:10 am
Quote from: Rocky 90 on June 23, 2008, 07:13:59 am

In my opinion the consideration and evaluation of a product purchase should come with the opportunity of being able to test a full enabled product over a period of time. I could never agree with WM1 *free* edition being a time-unlimited version that could only work with 512x512 terrains.

I hope WM2 gets a full featuring time-limited trial in which someone can truely evaluate over the product instead of guessing how the final product might be.


So, if people have a full features/time unlimited version, why should they buy the product? For the peace of their soul  :lol: :lol: :lol: ?

The only practical possibilities are:
1) a time unlimited/feature limited demo or...
2) a time limited/feature unlimited one.

I really HATE the second option because I NEVER am able to dedicate enough time in a concentrated way to test a program so I am left with an elapsed demo which I was not able to really assess. The thing which sold me Vue was the Personal Learning Edition, which has no time limit but watermarks ferociously the renders and cannot exchange items (object/material/atmosphere etc.) with other PLE installations: I spent a few month drooling on the program and then, one day, I took out my credit card...

Plugin Development Forum / Re: PDK for WM2.0
June 21, 2008, 12:35:01 am
Quote from: Remnant on June 20, 2008, 10:13:31 pm
I haven't attempted to use it with VC 2008 yet myself, so I can't comment on that until I try it!

So I assume that you used VC2005... the problem is that (to my knowledge) it is almost impossible to mix 2005 and 2008 runtimes so to create extensions for WM2 one probably has to install also 2006  :(
Plugin Development Forum / Re: PDK for WM2.0
June 20, 2008, 04:42:45 pm
Are there any news about WM 2.0 PDK? Will it be usable with VC 2008?

AFAIK slope percentages are not related to the angle but to the amount of height variation w.r.t the horizontal position. A 5% slope means 1 meter every 20 meters, not 5% of 90 degrees (tan(4.5) = .079, which is much larger than .05).

An update to my info about GIMP 2.5: the only thing that is currently available are the sources, so, unless you are a Linux user willing/capable of building the thing, ignore the above 2.5 alert. Sorry for the needless warning (I assumed that a Win32 binary had been released... I will never learn how much Windows is despised by Penguinistas).
I bump this thread to inform that the 2.5 development branch of GIMP uses a new engine and supports 16 bit per channel data. Being a development branch it is acknowledged to be unstable but the news is that GIMP is starting to get "advanced" features after years of wait.