Memory Conservation - Keep NO results

Hi!

I work solely within worldmachine and therefore use quite the amount of export devices to allocate for all my masks. As can be seen below:

One can imagine that these masks eat tons of RAM and paging room, even with the option “Maximum (keep only outputs)” in the memory conservation tab.

My feature request would be;
A “Ultimate (Build but not save)” option, where outputs get build, but do not save itself, so basicly a build and go.

I think that such feature will be game changing for Worldmachine, as it would allow for large map creations with extremely detailed masking.

Here is a picture of what the result of all these masks would look like:

Would love to hear your thoughts!

Zhyrr :slight_smile:

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YEYEYEY support ittttt
something like this i did write here: 4044 - Garbage collector - Development and Feature Requests - World Machine Community
developer (as i understand) did support adding of something like this function

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also after looking on your monster-nodes output system, i think thats was a pain for you to setting up such system and configure each individual point - i did have same pain while working on own setups with nodes which basically just a copies of one node that have different file names inside

due to that, want to ask you to support idea about automatization of nodes creation - i did collect own issues that i have while work in WorldMachine with tones of nodes. You may write your ones, or cricitic or support ones of mines

one day i will be not so lazy and will move them to features vote forum, ehehe:

Huge Update of wires-nodes managament - Development and Feature Requests - World Machine Community


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You guys are insane with this many outputs! :slight_smile:

As mentioned in the post that @Tomatiy linked to, the next named release is changing the behavior of the “Tiled Export” button to instead simply be the “Final Export” button. (You will then configure your scene as either a tiled or normal build target).

The benefit of this is:

  1. Having “build and export” as a one click option for normal non-tiled builds makes a bunch of sense.
  2. Final export can clear historical data before build to clear up maximum ram for the upcoming build.
  3. Last but not least - as you request here, it means that once a packet is exported it is no longer needed and can be dropped, saving the most possible RAM and making worlds with lots of exports way more tractable!
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Haha yea! 20 different biomes * (3 grass masks +4 stone + 1 flow + 1 object + 1 plants)… accounts very quickly…

Awesome!! Do you have an idea when you would work on this / publish this next named release? Super looking forward to that!!

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and what you think about mine replayyyy?:backhand_index_pointing_right::backhand_index_pointing_left: (question related to Zhyrrrr)

Heya!

it indeed takes some minutes to set everything up. But I was done in some minutes. Yes it is tedious work, do you need something special for it, no. Because you will realisiticly only do this once (perhaps twice) throughout the entire workflow.

1 Like