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Configurable tile numbering

Started by hhildebr, May 23, 2013, 01:31:44 am

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hhildebr

As discussed before, some game engines like Unity interpret the y axis differently from WM, leading to a flipped terrain after importing. Flipping the terrain before exporting works for a single terrain, but not for a paged terrain because the individual tiles are flipped.

It would actually help with this problem if the tile numbering scheme could be configured in terms of where the first tile should be. If I could specify that the (0,0) tile should be at the upper left instead of the lower left then (with y flipping) I could easily import paged terrain into Unity with correct orientation (I am using a Unity extension called TerrainComposer for the import which expects that order).

Stephen

May 23, 2013, 02:11:00 pm #1 Last Edit: May 23, 2013, 02:25:32 pm by Remnant
Providing an option to set the origin as top-left or bottom-left for tiled builds would make sense.

Update:  Is there any reason the Flip-Y option in the tiled build options is not sufficient for your needs?
-- Stephen Schmitt
- Creator of World Machine

hhildebr

Because (correct me if I'm wrong) this option flips every tile separately instead of flipping the whole terrain. What I need is the lower left pixel to become upper right. I can think of two ways to get that:

1) The flipping option flips the whole terrain (and the numbering scheme is applied to the flipped terrain).

2) The numbering scheme can be configured to start in the upper left and the tiles are still flipped individually.

ronan.thibaudau

If you are tiling for performance something you can do is tile (without changing anything)
Make a 2nd project => import the tiled data => generate a single mesh/heightmap/texture from that => flip it => then do a tiled output.
That can be ok because it shouldn't be an intensive process, so you may be able to do it on the whole thing at once unlike the generation process itself.

Lorne

Just chiming in here to agree with customizeable WM tile export names.

I'm working with WM on some feature film landscapes, and we use the UDIM syntax for everything.

Not a huge deal for me since I'm rewriting all of these files back out of Houdini as .rat format, and converting them to the 1001, 1002, 1003, etc., that we work with for end use. Just would be nice and save some of our juniors from having to write expressions in Houdini or open up template files from me.

Heileif


Stephen

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.
-- Stephen Schmitt
- Creator of World Machine

Heileif

Quote from: Remnant 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.


:D

Oi

Quote from: Heileif on December 12, 2015, 05:42:41 am
Quote from: Remnant 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.


:D


You had to necro this post haha~

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