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Tiled Build export options

Started by blackpixel, July 04, 2012, 02:42:04 pm

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blackpixel

Some thoughts on OBJ exports in WM2

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

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

Solution:

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 :)

cheers

Stephen

Hi there,

this is a great set of suggestions. I will see what I can do to incorporate some/all into near term future WM builds. Most of these are relatively small-scale changes so they can be included easily.

-- Stephen Schmitt
- Creator of World Machine

Takulas


Franck

I'm new to this program so maybe I'm going to ask for some option that already exists, but having the ability to export the mesh(es) in Y-up coordinates would save the operation of turning them by 90 degrees every time I import them into Maya. Also having texture coordinates ( [0,1] for each tile ) by default would help when exporting textures that map to the geometry.

Thanks,

Franck.

blackpixel

+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 :)

Takulas

Again +1 to all the suggestions above.
I would also think it`ll be great to have the option to set a pixel/poligon ratio.
I built a 8x8x2K tiled terrain and I expected to have 2048x2048 polys on each mesh. I was really surprised to find that the exported meshes had 4,190,209 quads, that means exactly 2047x2047 polys.
I checked a few times hoping it was my mistake but it was not the case.
Having a pixel/quad ratio it mignt help to export low poly meshes foe a higher resolution built too. Or the other way around. Or I can have crisp and sharp textures, but if I place a "Blur" device before the export mesh device I can have a smoother mesh.

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