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May 24, 2019, 09:54:45 pm

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Messages - Demostenes

1
Quote from: ilbiffi on March 08, 2016, 10:13:49 am
Quote from: Demostenes on March 08, 2016, 10:08:49 am
There are already World generating tools with GPU support


Which ones?


World-creator (former GEO control). Almost everything is realtime.
2
Feature Requests / Re: GPGPU enhancments/Multiscreen
February 19, 2017, 08:30:07 am
I think this is more and more actual. This project shows, that it is perfectly possible and that it tremendously increases productivity, because you can iterate 1000x faster (even in real time):

http://www.world-creator.com/

WM has best erosion filters and flexibility by far, but this is something, which will be game changer. I would accept feature freeze for any time time period in exchange for GPU support, because iterating is now very slow, especially with more complex projects.
3
Quote from: ronan.thibaudau on January 11, 2016, 10:27:16 am

Down the road will buy a 2TB 80core+ server.


Impressive. But this is not proper way to go. Proper way is redesign of application to be not so memory hungry and GPU support. There are already World generating tools with GPU support, for example height map generation is 100x faster.
4
Bug Reports and Help / makro save
June 19, 2015, 07:13:37 am
When I open existing makro and do some changes I do not know how to save it. Selecting devices does not give me option to export as makro, saving whole project does not affect makro (which makes sense). Probably stupid question, but I didnt find how.
5
+1 for this  :D
7
General Discussion / river tool
June 02, 2015, 07:51:14 am
My idea is following. Select area, specify duration and strength of the rain and it would automatically carve rivers and streams into height map + provide mask for texturing river/stream basin. Would be possible to do something like this with existing tools? I was thinking to use flow map somehow, but this is not exactly it...

8
General Discussion / Re: How to Re-Flow
May 25, 2015, 01:52:52 am
Quote from: Remnant on May 11, 2015, 07:23:49 pm

The solution is simple however -- create an erosion device with a short duration, and use it to generate the maps -- then discard the terrain output, but use the resulting flow/sed maps.


I tried this sometime ago, but such erosion map didnt fit much original height map. But i will try again play more with erosion settings. Thanks.
9
Basic Britannia map was 4096*4096 units (1 unit cca 1 meter) and from -128 to 128 height. So very flat and ugly in real life....
10
Guest Forum / Re: Very Steep cliffs
May 10, 2015, 01:57:37 am
Meshes or use triplanar shader for steep terrain parts.
11
General Discussion / Re: How to Re-Flow
May 09, 2015, 03:50:34 am
Quote from: Maximum-Dev on April 16, 2015, 04:20:03 am
Hi there,

Since I can't see what's happening behind the erosion node, I was wondering how can I get flow and deposition maps of a terrain without running it through an erosion node?


I am also curious, this would help me a lot.
12
General Discussion / texture instead of color
October 28, 2014, 03:12:08 am
It is possible to use texture instead of color when colorizing terrain? It would make rusults even better...
13
General Discussion / Re: flow map generation
September 06, 2013, 04:15:53 am
Thanks a lot for good idea, i will try!
14
General Discussion / flow map generation
September 05, 2013, 01:15:28 am
Hello, it is possible to somehow generate flow/weight map without affecting height map? We have finished height map exported from game engine and we would like to generate flow maps, but without affecting the heightmap. Erosion always changes height map and makes flow map for the new shape. It is somehow possible to workaround that? Thanks.
15
Never mind, hot fix helped.
16
When rendering as 1025-4097 no problem at all. When rendering as 8193, terren is messed up. Some errosions are not applied, some probably twice...Screen is in attachement.

17
Bug Reports and Help / Re: non-square terrain bug
September 01, 2012, 06:22:26 am
Thanks for your idea. Anyway these are only my test setings, my final aspect ratio will be 2m per pixel. Anyway how can I continue to design my scene then? By importing file I will loose all additional outputs from modificators for example for texturing...
18
Bug Reports and Help / Re: non-square terrain bug
August 31, 2012, 09:34:03 am
Yes, turning off geological time helps, but it cant be hardly called solution. That effect is really nice.
Correct me if I am wrong, but extent is something like render view and for me it does not make sense to render 50 percent bigger terrain and then cut everything in Photoshop. Is there any better solution?
19
Bug Reports and Help / Re: non-square terrain bug
August 31, 2012, 04:45:53 am
It starts to doing troubles in first node (erosion). I think it was causing problems even in file input node, but then I changed tiff to png and problem moved to first node.
20
Bug Reports and Help / Re: non-square terrain bug
August 30, 2012, 03:57:35 pm
Quote from: Remnant on August 30, 2012, 02:49:47 pm
Hi there,

FYI Google chrome shows a security warning attempting to visit that link. I"m not sure what the threat is but as a result I have removed the link to the file.

Can you attach the image file here?


Sure.