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Messages - LaFrance

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Bug Reports and Help / importing devices imports extents
« on: June 03, 2015, 03:02:06 PM »
sorry if this has been posted:  spent a while figuring out where a misalignment of mesh and maps was coming from today.
I imported some nodes from an old script into a new script. Unknown to me, I also imported the extents from the old file.

version 2.3.7



Geology and Terrain / sediment carry into water
« on: March 04, 2015, 04:35:32 PM »
before I add this to the feature request area, just thought I'd see if anyone has ideas on this "problem."
I want to carve up a given heightfield with erosion. It is hills almost completely surrounding a small body of water.
The sedimentation builds up upon the "water" surface as if it were solid ground, as the erosion doesn't take into
account a surface that can effectively absorb the sediment. I can always go in after the fact and remove this, but..
I think the surrounding geography will be shaped significantly different than if the sediment actually disappeared
where it should, sinking beneath the water surface.  Any ideas on accomplishing this? if we could pipe map-based inputs into
sediment carry in the erosion device perhaps.. (I'd also love to see map-based inputs into rock hardness in the erosion device,
to vary the hardness spatially)


Feature Requests / pan in 3d view
« on: January 28, 2015, 08:12:20 AM »
an emphatic +1 for true panning ability in the 3d viewer. at the very least, changing the up and down arrows to pan up and down
vs. zooming/moving forward would be extremely useful.

Bug Reports and Help / Re: macros not available in library
« on: September 30, 2011, 03:03:23 PM »
Ok, My bad. in preferences, the macro path was set to a different location than the default.



Bug Reports and Help / macros not available in library
« on: September 30, 2011, 02:53:34 PM »
Hi All,

I downloaded all the macros from the WM macros page... some show up in the library, these do not:
VoroNoise, Dunefield, D-Ridges, Hybrid_Blur, Glaciers_1.3, Freq.Splitter, Freq.Combiner, Smooth_Layout, Coastal_Overlay

any help appreciated.



p.s. Version 2.2, 64 bit

Bug Reports and Help / mask, layout issues
« on: November 03, 2008, 03:10:33 PM »

I've downloaded the most recent version, but am still having some issues listed as fixed. Mainly, the masks are very inconsistent. They work for a few builds then randomly stop working.
I also cannot get a mask to output as a bitmap, it just won't build. Am I missing something?

also, the falloff type/adjustment buttons in in the layout generator are blank for me, so I can't adjust lines falloff type as indicated in the reference manual.

I didn't see a separate link for the service pack download, seems it was folded into 2.1, which is what I'm running. Are these known issues, anyone else seeing them?

Thanks muchly,


Feature Requests / mesh resolution
« on: October 17, 2008, 12:54:29 PM »
Really need the ability to control the density of the mesh output separate from the height map(overall) resolution.
i.e. even though outputting a 4k x 4k terrain, set the mesh density to 256x256.

the ability to control tile resolutions independently would be great as well, allowing more detail near a known camera
position, less detail far away.

oh, while I'm at it... how about floating point tiff output? (anybody give me any hints on getting the .r32 files to work?)



General Discussion / Re: Craters
« on: October 17, 2008, 10:34:29 AM »
That tute has a section at the end for creating multiple impacts quickly.

In general, it is using the radial grad, sculpted with the curve device, which is in the "filters" device menu...

hope that helps


General Discussion / Re: Craters
« on: October 16, 2008, 04:03:05 PM »
it's on the main WM website, tutorials&help section, a tutorial called "craters"


Feature Requests / multiple node dialogue boxes open
« on: October 16, 2008, 10:10:12 AM »

I've just started using this program and am loving it so far (waiting for my pro license as I write...)

The first thing I'd like to ask about is the node dialogue boxes. I'm used to Nuke, shake, and others, where you can
click the node to open the dialogue box. That box stays open even if you click on other boxes, so you can have
multiple dialogues open at the same time. This means the "Ok" box goes away, and changes are automatically applied
as you make them (can still have a cancel (and revert) button). It seems like a small thing, but, once graphs become
very complex, it's really a nice workflow to have the pertinent boxes open to tweak back and forth to achieve a desired



Feature Requests / Re: Camera view render
« on: October 16, 2008, 10:00:25 AM »
explorer view also doesn't let you view a *specific* camera. This is critical in production, and, I'd argue, even for general composition. I'd love to be able to import a maya and/or max
camera and view from that camera.

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