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Messages - Remnant

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

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

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.

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.

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.

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.

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.

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!

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.

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.


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.

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.

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:

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

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.

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

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.

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).

General Discussion / Re: SimCity 2000 style heightmap?
« on: August 18, 2015, 04:25:09 PM »
Hi there,

Double check that your Mesh Output device has "Allow common-edge flip" enabled. Doing so will make WM use the other diagonal if doing so will cause the resulting triangulation to more closely follow the underlying surface.

General Discussion / Re: Flatten certain areas
« on: August 18, 2015, 01:57:50 PM »
I think you might need to more fully describe what you're trying to achieve, because the problem is not fully defined right now -- a big part of figuring out how to achieve a procedural goal is to make sure you've actually fully defined what you want out of the solution.

For example, it would be easy to make a terrain where the heights are rounded to some nearest value using the terrace device, then Choose between that and the original terrain, placing your terraced region only where the slopes are gentle.

But this might not be what you want -- within each gentle region, you'd still have jumps of elevation between one terrace level and the next. I suspect what you really want is to have flattened locations that are at a constant height, with regular terrain around them.

Doing this automatically is hard. if this is the goal, essentially you're looking for an automatic region segmenting and processing tool. There's plenty of edge cases to figure out in this case too -- if you have a very large low-slope area, the average value of the region isn't likely to be anything close to reasonable over the majority of it's area. In any case, there isn't anything too much like this currently in WM. The closest I can think of is using the Height-matching Chooser, but the regions produced will be smooth but not flat, as I've shown in the image attached here.

It might be helpful to tell us what you want this for -- if you're creating a map for a game, for example, you might be best off simply using the Layout Generator to draw those regions by hand; you would be able to set the elevation of the regions exactly to what you want in that case.

Works in Progress / Re: My first terrain...and hills look terrible!
« on: August 17, 2015, 03:51:42 PM »
Hi there,

I think you're being very over-critical of your terrain! It's certainly not terrible looking at all; there are many places on earth that look very much like that. If you're specifically trying to create Hawaii-style ridgelines, they are a very unique look that can be challenging to replicate -- indeed, they'd be labelled as unrealistic in many locales! --  so I wouldn't be worried that you're having difficulties.

The big questions you have to ask are:

1) To what extent are you trying to create a specific place, versus the feel of the place? If you have a specific valley in mind, for example, you'd probably want to sculpt the basic shape of the valley using the layout tool or by hand. This can give you the sharp spine and soft ribs radiating off the spine -- at the cost of having to place them all by hand...

2) If you're trying to replicate the generic feel without a specific source image in mind, then try breaking down the components of the scene, keeping in mind that what you're creating won't match the reference -- but hopefully will match the feel of it.

For #2, I'd say the major characteristics are:

 - Razor-sharp ridgelines along the spine
 - Soft ridges with deep carved gullies falling away from the primary ridge
 - Very soft, almost featureless valleys underneath the ridges

I've attached an example world where I"ve tried to replicate those three features above.

Ridged perlin provides the basic terrain; channeled erosion and thermal erosion create the basic ridge and gulley network, which has been further emphasized by carving away a blurred flow map from the terrain. Finally, the lower valley area is blurred to produce the soft hills of the lowlands.

This may or may not be representative of what you want, but hopefully it at least gives you some ideas about how to approach creating a thematic terrain!


When you are rendering out a subset of a complete tileset,  make sure "Calculate edge tiles on partial tilesets" is set to on in your tiled project settings. Without this, neighboring tiles that would have been blended into your single tile output are not created, causing a different result.

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