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Messages - blackpixel

Development News / Erosion bug
November 19, 2012, 05:35:14 am
I have found a bug in the erosion node in WM pro 2.3 beta 4 x64.
When Geological-time Enhancement is on the Erosive Power increases every time you change filter strength.

to repproduce:
- lay down an erosion node
- enable Geological-time Enhancement
- change filter strength -> erosive power increases
- close erosion dialog
- open erosion dialog again
- change filter strength -> erosive power increases again

Right now my workaround is to pipe a scalar parameter into "Multiscale Bias"

Development News / Re: strange RMB behaviour
November 19, 2012, 05:28:03 am
Thx for the reply!

I am getting the drag / switch problem several times a minute :/
I think there should be an option to turn it off entirely for the device view. People who need the functionality could leave it on.
I personally never use fast switching.

OR you could change the device view navigation ( as an option of course )

In Foundry's Nuke for example you have :
LMB -> select ( as in WM )
MMB -> pan
Alt + MMB -> zoom
Mousewheel -> zoom ( as in WM )

this way you could avoid the RMB entirely for navigation.

Is there a possibility to implement a solution in the next beta build ? :)
We are currently using world machine in production and this bug is really annoying.

Development News / strange RMB behaviour
November 12, 2012, 07:37:11 am

I can't remember this has happened to me before.
When I right mouse click + drag in the device view it sometimes jumps back to layout view. Is this intended ?

To reproduce:
- open WM2.3 Pro beta 4 x64
- right click in the open device view space -> nothing happens ( as it should be ? )
- right click + drag also works
- now switch to layout view and then back to device view
- right clicking now always switches to layout view
- right click + drag sometimes switches to layout view when RMB is released

Feature Requests / Re: Tiled Build export options
July 17, 2012, 04:46:12 am
+1 for up-axis options and UVs ( totally forgot about that one )

In Houdini the up-axis is Y too.
I guess it's just a matter of swapping Y and Z coords when writing the obj.

It's really nice to see you're so open to suggestions from the community btw :)
Feature Requests / Tiled Build export options
July 04, 2012, 02:42:04 pm
Some thoughts on OBJ exports in WM2

Generate and export a big terrain as a tiled build in obj format.

Each obj's mesh is named "TerrainMesh" and is positioned at 0,0 and you usually have to adjust the scale.


3 additional options for the  mesh output node:
- Save absolute position on tiled builds ( also see # )
- Object name = file name
- mesh export scale factor

I usually have a scene / shot already set up and have to add meshes from other applications like WM2. ( So the scale is basically set )
The only workaround now is to have a custom import script which renames, scales and positions the tiles based on their string file name.
Bur when I have to tweak a Terrain in ZBrush then I need to go through 3dsmax first  because of the problems stated above.
Also when I need a certain part of the mesh in higher res, then I need to export a different extent and position the tile by hand.

# This would make "absolute positions" even more powerful:
You could make an option to pick one Render Extent as a reference for the absolute position.
( Not necessarily the same you have set in your build options )
This way your main extents for your tiled build and other extents for detail exports ( "we need that cliff with more details" ) would match in world space because they are all relative to the Extents you have set as reference.
=> a lot of time saved

I think with those simple additions WM would integrate much better into a working pipeline   8)
Also it's just about the mesh output node ( easy to implement ? / not breaking anything else ? ) so yeah ... just some thoughts / wishes :)

Development News / Re: Falloff Profile Curve Bug
July 04, 2012, 12:59:22 pm
sweet :)
Development News / Falloff Profile Curve Bug
July 03, 2012, 05:21:39 am

I think I found a bug.
Seems like the falloff options are not working in 2.3 Beta 3.
They work fine for Box, Circle and Polys, but for Lines they do not respond at all.