I’m evaluating WM2 Pro for use in our pipeline and just loving what it can do. Tiling issues have me stumped though. Our target resolutoin is 2049px2 per km2 with a height range of 11km, however for the sake of testing speed, am working at 513px first.
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Based on the docs, my first thought was to set up 1km2 tiles each at 513 resolution and do a tiled build. However, that produces “interesting” results, e.g., some terrain features flow across tiles roughly correct, some don’t, most have large altitude changes in the edge regions. I’m currently rerunning a subset of test tiles in a 20km2 square with blending at 100% to see if that helps (should be done and I will update here in about 21 hours)—though going from default to 100% blending seems to increase per tile times by 300–400% so not sure if that’d even be practicable option, i.e., per build cost would go from ~100USD to 300–400USD per build.
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I see some people recommending a non-tiled build followed by a tiled build, but the non-tiled build option pane seems to have problems with a 100km2 square, i.e., it seems to be showing a number I recall thinking looked a lot like UINT_MAX for memory required once I push the resolution up towards 1m=1px region. Our upper limit for memory in a machine is around around 240GB (though we get the best cost efficiency at around 60GB.) It seems odd to me that the only way in the WM2 architecture to not need to keep everything in memory at once might be tiling, so I wonder if I’m just stupidly missing an obvious point somewhere?
So, in a nutshell, how would one get from a 100km2 square to output at at 2049px per km inside 60GB of RAM, up to 240GB if needs must, with final product being 1km2 with repeated edges (for use in Unity3D.) In case it matters, I’m outputting to RAW FP32.