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Messages - Remnant

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Bug Reports and Help / Re: Clamps and Tiled Export
« on: August 17, 2015, 02:49:57 PM »
In the tiled terrain project settings, you can specify tiles to export instead of exporting the entire rectangular range.


Feature Requests / Re: Detail normal maps
« on: August 17, 2015, 02:48:26 PM »
It is worth noting that if the goal is to capture the output in one megatexture-style output, that can already be done to an extent.

Specifically, it's equivalent to blending a repeating detail heightfield into the scene with a combiner -- if you want the extra detail to only show up in the normal map being output, do the combination right before (and only for) the normal map generator.

General Discussion / Re: Tiled export not symmetric
« on: August 17, 2015, 02:30:44 PM »
Hi there,

I'm not sure if I understand what you mean by not symmetric; can you elaborate a bit more?

Yes, the tiled build fail was related to the datatype-handling code and would effect all tiled builds -- the fix is now available in riverprev2.

Bug Reports and Help / Re: Clamps and Tiled Export
« on: August 13, 2015, 09:45:46 AM »
The key to understanding is that in a tiled terrain, each part of your terrain is put through the device graph separately; so when a device such as clamp in normalize mode tries to look at the entire terrain to see what the lowest and highest points are, it only is able to see the small tile that it's currently working on and use the elevation range in that tile, causing issues.

The solution is to proceed along your two-clamps route, but uncheck the normalize on the first clamp and hit the "Find Extents" button. This will duplicate the effect of a normalize operation, but using the global height range. You may or may not want to do this after doing a regular (non-tiled) build, as the find extents will use the high res data if it is present in the network.

Bug Reports and Help / Re: Most Time-Consuming Nodes? Way to debug this?
« on: August 12, 2015, 02:38:18 PM »

If you perform a normal non-tiled build, the build report lists the time taken by each device that you can use to help diagnose this. Also, the development-channel builds show the time taken by each device in the device workview so that you have access to this info even after you've dismissed the build dialog.

You can expect each doubling of resolution (1024->2048, for example) to quadruple the time taken in the best case scenario, as the number of pixels is actually the square of the set resolution; some (many) algorithms scale worse than this however, taking 8x longer or more for each doubling. Consulting the build timing data will help you isolate where your build times are coming from.

Guest Forum / Re: How long does the approval take?
« on: August 12, 2015, 02:35:23 PM »

Your registration should be approved now, for spam control we batch-approve sets of new users at a time. Sorry for the delay!

Development News / Re: SVG import in 3.0b3
« on: August 06, 2015, 06:35:51 PM »
Just a quick note that Inkscape paths (including the attached file at the start of this thread) can again be imported successfully in the upcoming 3.0.riverpreview2.

I've confirmed the issue and the fix will be included in riverpreview2, coming out this week most likely.

Geology and Terrain / Re: Height Map Scaling
« on: July 28, 2015, 03:06:02 PM »
The elevations you set in the General Setup dialog are where 0 and the maximum heightfield value are mapped to; so if you set 0..2600m in that dialog, black = 0m and white = 2600m.

Certainly make sure you're using a file format that has enough bitdepth to capture your terrain; usually 16bit is more than adequate.

Posting a picture of what you mean might be very helpful in tracking down this issue.

Hi there,

I'll take a look and see if I can replicate your problem. In general however, often problems building huge tiled builds stem from running out of disk space during the build on the drive that WM is using for temporary files.


Uncheck "seamfixing" in Preferences -> Graphic Options. There is a bug that affects certain video cards that causes the terrain to not be properly displayed in layout view with this enabled, as mentioned in the riverpreview1 known issues post.

This is fixed for the next release.

Development News / 3.0.riverpreview2 Released!
« on: July 21, 2015, 03:35:46 PM »
Riverpreview 2 is out with a host of bugfixes and improvements!

  • Full Undo/Redo finally enabled!
  • Many improvements to the River Device, including the ability to easily add new vertices to the defined path by dragging on it; setting the start and end elevations if you're not using a defined elevation gradient/datum; and fixing the corrugated look to the floodplain in some instances.
  • Fixed curvature sensing in river device which produced bad results on high res builds
  • Fix for the layout view blanking effect when seamfixing is enabled
  • Fixed SVG parse issue affecting Inkscale imports
  • Made colorizer cancel, actually, cancel
  • Scatter device bugfix where ports don't get remade on load
  • Tiled output bug in riverpreview1 fixed
  • Fixed several crash bugs thanks to reported crashes!

Hi there,

Are you sure you're running the latest Dev Channel version? It is installed under "World Machine Development Channel" in your start menu. You can verify by going to Help&Web->About and making sure you're using 3.0.riverpreview1.

Feature Requests / Re: Detail normal maps
« on: July 15, 2015, 07:35:25 PM »
Hi there,

Yes, this is an interesting idea. In general, there are a whole set of ideas dealing with using localspace textures and normalmaps that haven't been strongly pursued yet.

Development News / Re: 3.0.riverpreview1 Released
« on: July 13, 2015, 01:18:50 PM »
Hi Naima,

1) Yes -- the gradient of the river is currently specified numerically. In the next release, the ability to set the endpoint elevations from the terrain will be added.

2&3) The river path is specified manually -- see the conversation above about the perils of using flow maps on artificial landscapes. This might make more sense for tributaries and such

4) Sort of -- the new active masking of the erosion device can use the river channel to transport away sediment from the landscape as water runs into the river. The actual sediment carrying capacity, however, is not modelled.

5) Dried rivers -- sure, a dry riverbed is simply a river, with no water...

Development News / Re: 3.0.riverpreview1 Released
« on: July 07, 2015, 01:01:30 PM »

I believe you've run into the odd blanking issue described in the Known Issues here:

This is a regression that snuck in when seamfixing is enabled. I will track it down for the next update.


Yes -- right now the focus is "hero rivers" only. I foresee several stages as we move from individual hero rivers to river systems. As you move to more automated river systems, the main issue at play is this:

In a very real way, terrain is shaped and defined by rivers far more than the other way around! The interaction between the two is intertwined; this makes "water droplet" style river creation go astray as the procedural terrain is not properly drained. At a minimum, you would need to combine user-placed hero rivers that define the main drainage basins in your world before adding tributaries procedurally. There is also some interesting idea-space whereby you place your rivers, and an algorithm builds terrain around it to match.... The new active masking erosion mode combined with the river tool is almost starting to approach this idea.

There's an almost endless direction of approaches you could take with this. Hero rivers made the most sense as a place to start as they form the building block of all other approaches, as well as being the most useful in isolation.

Development News / 3.0.riverpreview1 Released
« on: July 06, 2015, 06:31:05 PM »

(Image is from the "Worked Example from Tutorial 3" example world file)

River Tool

As befits a Development release, there are a number of known issues currently present; they will be mentioned in a seperate post. You will likely encounter some odd behavior or bugs; please report them as you find them!

The river device is a major expansion of World Machine's path tool, providing a great deal of power and flexibility in creating "hero" rivers; that is, major rivers that should be under artist control, as opposed to those created by an automatic simulation-type process.

I highly recommend reading this post on our Development Blog, which should be educational:

Learn about Rivers

The blog post above defines a few terms that you'll hear thrown about frequently talking about the river tool, including things like Thalweg, Bankfull Width, Meanders, and more.

A number of tutorial worlds have been included in the "New Examples for River" folder, leading you from the simple to the complex. Hopefully additional guidance will be available soon to assist you.

The River Tool was created in collaboration with Dr Pasternack and Brown and their work into synthetic river valleys. It  uses a geomorphic covariance structure (GCS) to describe the variations in the river channel and valley. Realistic (or not..) river features can be easily created, especially including variations in the river channel itself (depth and cross section), that have usually been completely ignored by computer graphic artists to date!

If you have questions, please post them here in the forums; many other people are likely to have the same questions, and having the answers in one spot is immensely useful.

Joining the river tool are the following immediately useful additional new features:

Other Immediately Useful New Features

- Erosion Improvements
-- Active Masking Input allows you to have rivers and other masks carry away sediment that hits them.
-- Hardness Input allows you to vary the intensity of erosion across a terrain

- Better Curves
-- Curve device and Layout falloff curve now can use spline curves and share presets between them.
-- Curves are now a seperate datatype, and include sinusoidal, cnoidal, and perlin curve generators. More to come.

- Scene View device allows you to superimpose a water surface on the terrain.
- Advanced Perlin gains ability to specify the resulting elevation range in the device itself more accurately
- Minor view improvements : WASD keys can be used in the 3D view to navigate; View responsiveness and control now works better for render extents much smaller and larger than the standard 8km block.
- Device Versioning : To help with backward compatibility, devices can now have "versions"; when a new version of a device is available, you can update the device to the new functionality or simply keep using the old version for compatibility if needed.

Development News / Re: Development status and licensing questions
« on: July 06, 2015, 01:55:11 PM »
Hi there,

Yep, the frequent updates went a bit off the rails due to the river model work -- there were some lengthy R&D issues that really threw the schedule off track.

The two things I can say are:

1) I highly recommend (and will probably try to make sure all of the website language reflects) viewing the maintenance license as "upgrade to a new version that has things that I really want, AND get a year of updates after that for free", instead of "buy a maintenance license and hope that enough releases come out to make it worth my while". The first scneario is just plain better for everyone! I certainly don't want anyone to feel they're not getting their money's worth from their maintenance update.

2) Today. :)

Development News / Re: Any news?
« on: July 06, 2015, 01:46:48 PM »
The next dev build that will include the river tool (3.0 river preview 1) will be available really soon. And by really soon, I mean sometime today. :)

Just writing up a bit about it and then it will drop to the dev channel. Although it has significant issues still, it also is very powerful and should be immediately useful. There are also a host of other very useful improvements (erosion active masking, better curves device, etc etc)

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