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September 15, 2019, 09:52:45 pm

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Messages - nikita

41
Feature Requests / Re: Planetry Data
January 01, 2010, 07:23:00 am
An equirectangular heightfield that can be mapped onto a sphere? Is that what you're thinking of?
42
Bug Reports and Help / Re: Tilable terrains
December 18, 2009, 07:46:30 am
I wrote a macro that offsets a terrain so you have the edge in the middle. That should make it easier to remove that edge (eg by replacing that area with something else)
http://nkblog.nkdev.de/wp-content/uploads/2008/09/offset.dev
43
Bug Reports and Help / Re: Tilable terrains
December 18, 2009, 06:02:29 am
@chocotaco I think there's a macro for that somewhere.
44
Odd.
Can you post the/a file that produces that bug?
45
Bug Reports and Help / Re: Rendering a texture
December 11, 2009, 05:04:45 pm
There is a device for lighting: the Light-Map Maker!
It's in the category "Converters" (for some reasons...)

But it's currently broken. If you really need it you should think about installing an earlier version of WM from back when it still worked. (i.e. 1.2 (i think))
46
General Discussion / Re: Snow covered city
November 25, 2009, 10:08:37 am
Here is the file:
47
General Discussion / Re: Snow covered city
November 25, 2009, 04:30:33 am
Quote from: breravin on November 24, 2009, 06:54:03 pmDid you import that city into World Machine from another program?

I generated it with a couple of voronois.

Quote from: breravin on November 24, 2009, 06:54:03 pmWhat version of World Machine are you using?

The latest professional version. But it should work with the free version too.

Quote from: breravin on November 24, 2009, 06:54:03 pmWould it be possible to have a slightly more detailed breakdown of the "blur" technique you're referring to (I tried to do a search but couldn't really figure it out).

Originally I had written a fairly long post but I had accidentally closed the tab and then didn't want to type it all again. That's why my explanation is so short :mrgreen:

The idea is, to blur the city and then take the maximum of this blurred city with the original city. You will get the buildings and each of the buildings will now stand in a small hill (lets call this the result).
Since that looks a bit odd, it is a good idea to repeat this with a decreasing blur radius to make the transition from the hill to the vertical wall of the building more smooth - as if the snow had been accumulated by the wind.
48
General Discussion / Re: Snow covered city
November 18, 2009, 05:57:14 am
Take the maximum of the city and a blurred version of the city. Repeat with decreasing* blur radius.

*exponentially, e.g. 64,32,16,8. Don't get too small.
49
Bug Reports and Help / Re: basic coverage MACRO question
November 17, 2009, 06:03:13 am
1. There are devices in a macro that can't occur outside a macro like macro in, macro out, macro configuration. Did you accidently to copy them?

2. I don't really know what you're trying to say, but: take a look at the rgb splitter.
50
Bug Reports and Help / Re: optimal hardware set up for WM
November 12, 2009, 02:52:13 am
Quote from: youngstah on November 11, 2009, 06:42:45 pm- when is 2.2 due to be released? I'd like consider all options we may have arising in the near future... if no set date, can you ballpark for me?

See here: http://world-machine.com/blog/?p=140 that's all we/I know at the moment.

Quote from: youngstah on November 11, 2009, 06:42:45 pm- assuming 2.2 = free upgrade? ...hard to get purchase approvals around here ;)

I think so.

An important PS to what I wrote yesterday: Some features are only available in WM Professional. See this site to compare the different editions (and to download the free edition): http://world-machine.com/chart.html
51
General Discussion / Re: general workflow questions
November 11, 2009, 05:48:13 am
I would use two advanced perlins - one for high areas, one for low areas. They both get the same input (which defines the basic shape of the terrain) and their ouput is combined by a chooser using the same input as the adv.perlins as the mask.
This should do what you want and is pretty minimal.
52
Bug Reports and Help / Re: optimal hardware set up for WM
November 11, 2009, 05:44:51 am
OS: WM has already made the transition to vista and therefore should run on Windows Seven without problems. I can try this out, when I get home.
You will want 64bit - 32bit makes less and less sense as modern PCs get more and more ram (i.e. >2GB) and the support is pretty good already (imo) and costs just as much as 32bit. XP64 is pretty old and sometimes lacks support because nearly nobody seems to be using it and there is no real need to, considering Vista and Win7, except for maybe(!) a few percents speed-up.

RAM: If you're on a tight budget, I'd recommend you wait for WM 2.2 which comes with memory management that can page out stuff and thus avoid out of memory errors in some scenarios. If not: Don't hesitate putting 4GB+ into your machine. RAM is currently ridiculously cheap.

Yes, WM Pro can use multiple cores.

CPU: Don't know. But you will want a fast one, which will probably mean 4 cores or more.

Graphics card: WM doesn't really use it except for the 3D, 2D and layout view and you don't need a terribly fast one for this. I guess every card currently available will be able to hande this. Probably even an onboard chip.

by the way: You should consider using a RAID. I've noticed on my 4GB 4 core machine that the hard disk is the one remaining bottleneck.
53
Looks good!
Did you use WM for that?
54
General Discussion / Re: desert sand dunes
September 27, 2009, 02:22:05 pm
Works just as expected for me.

Load it up from home. I'm going to bed anyway ;)
55
General Discussion / Re: desert sand dunes
September 27, 2009, 01:49:53 pm
That shouldn't happen. Can you post a screenshot?
56
General Discussion / Re: desert sand dunes
September 25, 2009, 05:12:56 am
It is possible

Try the following:
1. Make a single dune that spans the whole heightfield. I assume that it will look roughly like a triangular prism. (I hope you know what I mean ^^)
2. Add Ramp device, turn up frequency, check Keep full height.
3. Go to 2

I also suggest adding a little displacement to break the pattern/make it look more natural.

One problem of course will be the resolution of your terrain. If it's 1km x 1km you will need at least a resolution of 2k² to make 1m wide details. So it might be a good idea not to include those details directly in the terrain.
From your photo it looks like those ripples are only on one side - use Select angle to mask those areas.

EDIT!: Note that the preview will suffer from heavy aliasing with fine repeating structures like that! You'll have to build the world to get a realisitc view.
57
General Discussion / Re: Masking Layouts
September 08, 2009, 08:05:47 am
What is a cat layout?
Do you mean the color tables?
58
Bug Reports and Help / Re: Memory leak in tiled builds
August 21, 2009, 05:49:37 am
Are you using memory conservation?

Also: With 32bit Vista you will not be able to use 4GB ram, only 2 or 3maybe. (but this shouldn't matter for your problem)
59
General Discussion / Re: Masking Layouts
August 17, 2009, 03:57:16 am
Can you give a small sample of what you are trying to do?
60
General Discussion / Re: Masking Layouts
August 16, 2009, 04:25:33 am
Have you tried the Chooser?