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Messages - Amiag

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1
Feature Requests / Re: Tiling Noises Please! [images, scene included]
« on: July 25, 2013, 12:36:25 PM »
This would be awesome for textures creation

2
Bug Reports and Help / Re: Where does WM store temp files ?
« on: June 14, 2010, 01:56:32 PM »
That was it, thanks.

3
Bug Reports and Help / Where does WM store temp files ?
« on: June 13, 2010, 09:39:18 AM »
I had a huge build crashing and now my hd shows 30 gb less, I couldnt find where these files are.

Anyone knows where the last version stores temp files / virtual memory ?

4
Use a chooser and pass your river mask as the "control" input

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General Discussion / Re: Texturing with File Inputs
« on: October 15, 2009, 02:07:47 PM »
Here is an example of a random valley/plains with 1 Grass and 1 Dirt textures applied. When I have more time to mess with it Ill post a more serous example  :lol: I think this has great potential. Having to import and texture in another application is very annoying.









6
General Discussion / Texturing with File Inputs
« on: October 12, 2009, 01:23:35 AM »
Lately I've been toying with the file input to texture my builds and I have to say the results are pretty decent. I use  24bit BMP textures set to represent an area of a few square meters and put tiling on in the device.

However I didnt find any example/discussion about texturing , does anyone have some experience/example with it ?

Im gonna upload an example when i get home.

7
Bug Reports and Help / Re: Memory leak in tiled builds
« on: August 26, 2009, 06:54:17 AM »
I managed to run a full build by splitting up the tiles as suggested by Nav. My build consisted of 4096 256X256 tiles  that I splitted in groups of around 400 tiles each when building. However I had to restart WM after every build, cause I keep experiencing the memory leak problem , even with successfull builds. IE : If I run two builds of 400 tiles one after the other, the first is successfull the second one runs into out of memory error. If I restart WM inbetween, everything works.

8
Bug Reports and Help / Re: Memory leak in tiled builds
« on: August 25, 2009, 02:17:36 AM »
Gonna try that thanks.

9
Bug Reports and Help / Re: Memory leak in tiled builds
« on: August 24, 2009, 03:09:56 AM »
No it does not make sense to have memory consuption constantly increase during blending. It should only increase up to the maximum number of tiles used in a blending operation. If the memory consuption is normal, then it means that a blending operation involves up to 30 or 40 tiles and I doubt it.

If on your machine my test runs fine, try monitoring the ram usage and you will see that in the building phase it is constant around 500Mb (I dont remember the exact number) while in the blending phase it slowly rises up (to 3.4 Gb as you say).

Also i cannot reduce the tiles number, as it would reduce the terrain resolution. Since I cant reduce the world extent anymore, the only way to have such resolution is to increase tiles number.



10
Bug Reports and Help / Re: Memory leak in tiled builds
« on: August 24, 2009, 01:23:39 AM »
I tried this already, with a swap file of 32 Gbs, but it still runs in out of memory when it runs out of RAM, no matter how big the swap file is.Dont know if it is some limitation of vista, im gonna try on a XP machine as soon as I can.

11
Bug Reports and Help / Re: Memory leak in tiled builds
« on: August 23, 2009, 07:07:39 AM »
Yes I'm using memory conservation, but I tried both ways.

Also i'm ONLY bulding tiles, they are not merged in a single image. The problem does not raise in the building phase, all tiles are built correctly. the problem occurs in the blending phase, which happens after the build and before the writing of outputs. The first 20 or so tiles are output correctly to disk as images before the out of memory error occurs.

I'm pretty sure this is a bug, WM does not free resources of the completed tiles in the blending phase, since I see a constant increase in memory usage during the blending phase. This makes no sense as the resources of each tile should be freed once the outputs are written to the disk and there are no other nearby tiles that requires blending.

Please let me know if I can provide some further information for this problem.

12
Bug Reports and Help / Memory leak in tiled builds
« on: August 20, 2009, 08:48:17 AM »
Hi, im experiencing some kind of memory leak that prevents me from completing tiled builds on my machine

(WM2.15 on vista 32b , 4GB ram)
The world extents is very small and the tiles are very small too (256*256).

The tiles are actually built, but in the blending phase, it inevitably runs into an out of memory error.

It looks like in the blending phase, world machine does not deallocate the memory its using, thus leading to an out of memory error for big tile sets (20*20 or more). Also after the out of memory error, WM continues to use all the memory and needs a restart to free the resources and work again.

I'm ONLY bulding tiles, they are not merged in a single image. The problem does not raise in the building phase, all tiles are built correctly. the problem occurs in the blending phase, which happens after the build and before the writing of outputs. The first 20 or so tiles are output correctly to disk as images before the out of memory error occurs.

I'm pretty sure this is a bug, WM does not free resources of the completed tiles in the blending phase, since I see a constant increase in memory usage during the blending phase. This makes no sense as the resources of each tile should be freed once the outputs are written to the disk and there are no other nearby tiles that requires blending.

I've attached a simple project that produces this error :
http://www.mediafire.com/?sharekey=ec2e1c476e094d34e7ba8e3c6e11ce20e04e75f6e8ebb871


Edit :
I've noticed (too late) theres another thread about this problem :
http://forum.world-machine.com/index.php?topic=1122.0

Any help will be greatly appreciated, as this problem is basically preventing me from completing any build.

13
General Discussion / Re: Tiled map example
« on: January 31, 2009, 02:00:46 AM »
I'd like to see how much the seam are noticeable. I've tried in basic edition tiling manually a big terrain (moving the render zone each time) and the seams are very noticeable. Also i'd like too see how lightning (Light-map maker) works on huge maps. Also i'd like to have a "real" example to test with in my project.

14
General Discussion / Tiled map example
« on: January 30, 2009, 02:54:13 PM »
Is it possible to see an example of a big tiled map  generated with World Machine Pro edition ?
I couldnt find any example online, are there any ?


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