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Messages - Stephen

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21
Bug Reports and Help / Re: Save Bitmap
« on: September 25, 2015, 03:38:58 PM »
Good question -- that certainly doesn't seem right. What version of WM is this? Are there any easy steps to replicate?

22
Bug Reports and Help / Re: Editing r16 into Photoshop
« on: September 25, 2015, 03:37:26 PM »
You can open .r16 files without renaming by using the "Open as" functionality in photoshop, and selecting "Photoshop Raw".

In the import dialog, select 1 channel, 16bit, PC ordering, with 0 bytes header. You might need to specify dimensions if they're not square.



23
Development News / 3.build3011 Available : Changelist
« on: September 16, 2015, 01:17:23 PM »
Update includes the follow new features and fixes:

* Expander device has new methods, distance now specified in meters.
* UDIM support for tiled import/export in the PRO edition
* More devices now have multiprocessing support, including Basic Perlin, Gradient generator
* All generators gain a distortion/placement input with support for better distortion, non-uniform scaling, and rotation. The current UI for this is external to the device; this may be modified with time.
* Some crash bug fixes, thank you for your crash reports!

24
Bug Reports and Help / Re: Heightmap Precision
« on: September 14, 2015, 04:02:55 PM »
It definitely looks like a precision-terracing issue. I'm not the best person to answer questions on the UE4 side of things. Usually 16bit precision is more than enough.

To double check, load your exported file back into WM with a file input and make sure you're not seeing any terracing inside WM in the re-imported heightfield. If you do not, then the problem is purely on the UE4 import side of things, which hopefully someone else can chime in here!


25
Bug Reports and Help / Re: Heightmap Precision
« on: September 14, 2015, 02:54:25 PM »
Hi,

Just to clarify, when you inspect the terrain in WM, you do or do not see the same precision-related terracing?


26
Feature Requests / Re: Configurable tile numbering
« on: September 14, 2015, 02:49:53 PM »
I've definitely gotten a lot of requests for UDIM naming. Since this is a pretty simple and straightforward addition, I'll definitely bump it up the priority list.

27
General Discussion / Re: Mesh in - Detail , Displacement and Texture out
« on: September 09, 2015, 05:22:36 PM »
Hi Nick,

Unfortunately, I don't have any additional progress on this front to report.

I do recognize the value of this workflow, and thanks for chiming in here -- the more I hear about how useful something would be, the more likely it is to be implemented.

28
General Discussion / Re: WM unload Memory as needed
« on: September 02, 2015, 02:32:28 PM »
I can't find any evidence of a memory leak building the file you provided, nor of WM keeping tiles in memory after processing. All memory is released between tiles as expected -- you can verify this by watching both WM's internal reporting tools in the build stats window, and also monitor the process memory from windows's task manager or resource monitor. The figures should be within a hundred MB of each other.

The fact that the memory used shows up as "system" is very important -- WM never allocates any memory that is not within its own process, and the internal memory stats of WM jive with what Windows reports for the process memory usage. Whatever is using the memory is not, strictly speaking, World Machine. I see two possibilities then:

1) You're exceeding your system memory during the build and Windows is swapping virtual memory.

2) During the tiled build process, WM writes each tile to the temporary folder you specified in preferences when it finishes. It's possible there's some interaction here, such as a RAM disk for WM's temporary folder, misbehaving antivirus scanner, or somehow having the file system driver hoarding memory while it writes to disk.

-> Do you see this same mysterious "system" memory usage with smaller tiled builds?

One important thing I noticed in your world is that you have blending set to 100% for the tiled build. This means that each tile is built oversized by 100% then blended with its neighbor -- so a 4096 tile is actually an 8192 tile before blending. This means it will take 4x more memory, and at least 4x longer, than you might otherwise expect. I would recommend using a smaller blend percentage unless you find you simply can't get acceptable results any other way -- usually 25% or so is perfectly fine.

With 16GB of RAM, you shouldn't be running into issues here regardless, and I don't know why you have excess "system" memory usage. One possible thing to try is to make sure you have "Use low-priority build thread" checked in the preferences->build options menu. It's possible that something in your system is being starved of CPU time by the build and is accumulating garbage; Having the build threads be low priority should help ensure that this can't happen.


29
General Discussion / Re: WM unload Memory as needed
« on: September 01, 2015, 01:29:41 PM »

Tiled builds do not keep completed tiles in memory.

Things to check:

1) If you've selected "Merge to Single File" in the tiled options, in which case it needs to allocate one mega-sized output and then bring each tile in sequentially to place it into the whole, which does take a lot of memory.

2) You might be trying to build all of your tiles at once if you have enough threads, which will require lots of memory, obviously. You can adjust the maximum number of tiles or devices to build at a time in Preferences->Maximum Builds at once; try setting it to 1 or 2. This is usually not substantially less efficient in any case, as the additional cores can be put to use building within each tile.


Failed that, it's possible that you've run into a memory leak in some device, but I haven't had any report of that during a tiled build in quite a while. Feel free to post your world that is producing the problem here, or email to [email protected] for analysis, as I"d be very interested to see any that exhibit this problem.

30
Development News / Re: 3.0.riverpreview2 Released!
« on: September 01, 2015, 01:20:37 PM »
Hi there,

I'm sorry to hear you're disappointed.

I feel that there might be some confusion as to the purpose of the two release channels:

The Dev Channel is very much a public release!

The Release Channel should be considered to be the "reference edition" of WM; It is the intentional "slow change" branch, intended especially for institutional users, etc, who don't want to deal with constantly changing functionality or fixes. The release channel by design should receive only major, benchmark releases plus bugfixes. I would expect "major revision change" drops on the Release Channel to happen somewhere between every 12-30 months, corresponding to what would classically be a new major version : WM 3, WM 4, etc.

The Dev Channel receives frequent updates, new features, etc as fast as I can get cohesive change-sets out. The Dev Channel is the primary point of having yearly upgrade access! Rather than wait three years for a new version, you can use a feature right away if its useful to you.

If you do not want or need this access, there is less reason to have a renewal, I agree. Since there is no "catch-up" or penalty applied if a upgrade license lapses, paying for an upgrade license once every two or three years when the major version you want drops provides you a substantial savings. Conversely, if you do want early-access to new features, the upgrade license is priced reasonably; the pricing was set to approximately 1/2.5 of the new version price, assuming a new version every 2-3 years which is fairly typical. In this case you're essentially paying what you would have before, but get access to features years(!) before you would have previously.

There should be no way for this system to come out worse for the customer than the previous one, which was one of my main goals in the first place! Even in the worst case of always paying for maintenance and only using the Release Channel, you will still end up, on average, receiving the same benefits and costs as the old system. It clearly is not being presented well however, because there seems to be a lot of misunderstanding and angst around a change that was intended to be a complete slam-dunk win-win.

 If you would like to cancel your upgrade, please contact me at [email protected] and I'm happy to oblige.

31
Hi there,

The top inputs correspond to the parameters you can set in the device's GUI; they are intended/most useful for when you are building macros and need to allow parameters inside the macro to be set from the outside.

I would simply set these values through the GUI unless you have a compelling reason to do otherwise!

32
Guest Forum / Re: Quick question
« on: August 30, 2015, 02:47:08 PM »
Hi there,

It's probably about a week lag time for approvals unfortunately, yes -- they get batched up and approved manually for antispam reasons.

You should be able to post replies as a guest as well -- I'll take a look at fixing that if its not so.

33
General Discussion / Re: Move or shrink problem area
« on: August 26, 2015, 06:23:55 PM »
There are many ways to do this, but the simplest is to use a layout generator to remove the unwanted hill.

The file attached here shows this method.

Cheers

34
Bug Reports and Help / Re: Layout view lines
« on: August 24, 2015, 04:10:00 PM »
Draw lines by:

1) Create your layout generator device, either in the workview or the layout view. Make sure it's selected in the layout tabs across the top.

2) Select "Lines" from the shape library

3) Sketch a line by clicking and _dragging_ (without releasing the mouse button) to create a line. If you click and release individual points, you are placing a line in "precise mode" so to speak, which lets you carefully place the line points. In all cases, right-clicking finishes/stops the action you're taking -- so if you're placing points precisely, right-click will finish the line; Right clicking again will stop placing lines.

Delete lines by right-clicking on them and selecting "delete shape" from the popup menu. You can also hit delete once it is selected via any method, although there is a bug in the dev build at the moment that prevents this if you're using that version.


35
General Discussion / Re: Layout generator view
« on: August 24, 2015, 03:18:38 PM »
In WM, always right-click to cancel a placement action -- this is true for the device view as well as the layout view.

36
General Discussion / Re: Hawaiian Mountains
« on: August 24, 2015, 01:32:38 AM »
Hi there,

Someone was just asking about creating Hawaii-style mountains in this thread:

http://forum.world-machine.com/index.php?topic=2927.msg13185#msg13185

I had a stab at the style in the world posted in that thread.

37
Bug Reports and Help / Re: Copy and Paste in layout view.
« on: August 23, 2015, 03:31:29 PM »
Hi Jordy,

This is not intentional -- it's a bug due to some view changes. I'll make sure it gets on the list to fix.

38
General Discussion / Re: Turning off smoothing
« on: August 21, 2015, 11:55:07 AM »
Hi there,

I'm not 100% sure I know what you're referring to, but:

Go into Preferences->Graphic Options and make sure the 3D View Interactive resolution is set as high as your video card will accept with acceptable performance.

If you mean you want a flat-shaded mesh while viewing a mesh output, this is currently not possible in WM

39
General Discussion / Re: Flatten certain areas
« on: August 19, 2015, 05:49:35 PM »
OK, The good news is that I think what you want is actually the easier scenario.

Take a look at the world attached here and see if it does what you want. If you need the flat areas to have a finer number of flat terraces, simply increase the number of terraces.

40
General Discussion / Re: Tiled export not symmetric
« on: August 19, 2015, 04:03:13 PM »
Ah, gotcha.

The answer is: Yes, with a caveat.

To do so, set the number of tiles to the larger of the two sides.

Then uncheck "always export all tiles" and select the subset of the tiles you wish to export. (For example, set to 10x10, then set only a 6x10 region to export).

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