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Below you will find the latest news from Wysilab, our ever-increasing series of video tutorials, who's talking about Wysilab and Instant Terra in the news, and tips on Instant Terra. Watch this space to follow Wysilab!
Published by Wysilab on April 19, 2018
In our next video tutorial, we see how the Profile curve node works.
It is a generator quite similar to the Circular symmetry node that we saw in a previous video, but here the height of the terrain is no longer affected radially from the outside to the inside, but from one side to the other side of the terrain, linearly.
In a more complete terrain, we see how the Profile curve node drastically modifies the relief.
Published by Wysilab on April 18, 2018
This video tutorial shows how the Perlin noise node works.
It is one of the generators most frequently used to create a terrain and offers a real palette of variation.
We have the Terrain size parameters, specific to generators, a Scale parameter to adjust the size of the Perlin noise, and a Height parameter that creates a more or less significant difference between the maximum height and the minimum height of the terrain.
The Number of levels controls the level of detail of the Perlin noise and Attenuation influences this level of detail by making it sharper or smoother.
To add more variation, we can translate the terrain and modify the Seed, which affects the results of the mathematical operations of the Perlin noise.
The Rotation parameter varies the terrain angle of rotation.
Published by Wysilab on April 11, 2018
Our next video tutorial, we're going to see how the Painted mask node works.
This mask generation node is linked to two generators composed using an Alpha blend node. To use this node, we need to check Edit mask and then we can paint the mask values we want either on the Alpha blend node or on the Painted mask node.
The Painted mask acts like all other masks, but we can edit it in real time as often as we want. We can enhance a basic composition with a few brushstrokes.
Several tools are available to adjust the brush, such as Size to control its size, Intensity to set the color of the brush, or Fall-off that hardens or softens the contours of the brush.
We can switch the brush to the Darker mode to erase parts of the mask.
Published by Wysilab on April 04, 2018
In this video, we show you how the Min & max heights node works.
This node transforms a terrain. We link it to a Perlin noise node and we see that the height changes from approximately 60 m to 1000 m.
The advantage of this node is that in the Scale mode, you can change all minimum and maximum height values on your terrain without going back through the previous nodes.
This node also has a second mode, the Clamp mode, which constrains all vertices that exceed a certain value to the same value. This is very practical when visualizing emerged terrains or when creating high-plateaus, for example.
Published by Wysilab on March 21, 2018
Montpellier Méditerranée Métropole, whose goal is to become most attractive metropolitan areas in France and Europe as a key area for innovation and excellence, promotes the release of Instant Terra v1.0.
Here is a translation of the French article.
WYSILAB LAUNCHES THE FIRST VERSION OF ITS 3D TERRAIN GENERATION SOFTWARE
Wysilab has released the first version of its Instant Terra software for video-game studios and animation studios.
Instant Terra is the first installment of a new generation of tools that allows for the rapid creation of 3D digital landscapes, supporting very large terrains that meet the new ambitions of the digital creation sectors.
Wysilab, a French publisher founded by veterans of Ubisoft, supported and hosted by Business & Innovation (BIC) of Montpellier Méditerranée Métropole, has just released its first software, Instant Terra, software for digital creative professionals, i.e. video-game studios, animation, and special effects movie studios. This software automatically generates 3D digital scenery, or as professionals say, "a tool for the procedural generation of a terrain".
Instant Terra offers some very significant advantages:
* No size limit: Terra Instant supports terrain of several thousand square kilometers.
* Real-time display: with Instant Terra, the user is able to work smoothly by viewing live the impact of his tests, allowing validation of the settings as and when the tests are made.
* Work in the final resolution: all the work is done in final resolution, so the user can master every detail of his creation at any moment.
The first commercial version is available from the Wysilab website. A free trial version valid for one month can also be downloaded from the site.
Wysilab - Marianne Calva: 04 67 13 00 63
Cape Omega Benjamin Franklin Roundabout 34960 Montpellier Cedex 2
Tuesday, March 20, 2018
(Main article in French)Read the article
Published by Wysilab on March 19, 2018
The Laotian river valley demo takes you on a flight revealing panoramic vistas of the valley, with rugged hills carpeted in lush foliage and white-sand beaches that brim the river.
Everything you see was created in Instant Terra v1.0 and rendered by Unreal Engine.
Our demo demonstrates is the kind of ultra-fast result you can achieve on a large terrain using Instant Terra.
Published by Wysilab on March 16, 2018
In this video, we show you how to import a terrain from several files.
The Import terrain from several files node is similar to the Import terrains from RGBA file node that we saw in the last video, but works in the opposite way in that it composes several input bitmap files to make a single terrain.
To import them into Instant Terra, copy and paste the path of the files in the parameters dialog, specify the file names, and replace the X axis by $x and the Y axis by $y.
The naming convention is important because the node looks for all the files with the same name and aligns them on a grid where the first number is the X axis and the second one is the Y axis.
The files are imported to form one terrain and each one is in the correct position.
Published by Wysilab on March 15, 2018
In this video, we show you how to import terrains from an RGBA file.
We start by opening Photoshop and find a Bitmap file composed of the equivalent of a Heightmap per channel (1 is the red channel, 2 is the green channel, 3 is the blue channel, and 4 is the Alpha one channel).
In Instant Terra, we add an Import terrains from RGBA file node. In the parameters, we browse to the previously saved Bitmap and import it. Now we have four separate input terrains stored in the memory. To see them, we can use an Apply curve node. Add one for each input and link them to Import terrains from RGBA file node.
We see the four terrains that were combined in one file in Photoshop, but we can now use them separately.
Published by Wysilab on March 12, 2018
3d1, the Portuguese source of 3D tutorials, promotes Instant Terra's tutorial videos in a short article describing the simple and intuitive system through a Nodes editor to produce complex terrain in 3D and with texturing.
(Main article in Portuguese)Read the article
Published by Wysilab on March 7, 2018
We've created the Instant Terra Development Team's Blog on our Forum. This is where you get a preview of the features currently under development or those that we will develop soon. Feel free to give your opinion in the comments. Our goal is to develop features that are the most useful to you, and for that we need your feedback.Join the Forum
Published by Wysilab on February 27, 2018
3dmotive, a source of game art and 3D tutorials, promotes enthusiastically the release of Instant Terra v1.0 as "awesome new software". It describes the node-based system to generate realistic landscapes with erosion patterns and that we can mix and match terrains to create something totally new.Read the article
Published by Wysilab on February 26, 2018
In this video, we show you how the Half-sphere node works. It's a terrain generator, so we find information about the terrain size, as well as two additional parameters: the Radius and the Height scale. The Radius works in the following way: at a value of 1.00, the circumference of the sphere is precisely the size of the terrain, but we can decrease it so that the sphere is smaller or increase it so that it stretches beyond the limits of the terrain. The Height scale parameter works the same way: at 1.00, we have a perfect half-sphere that we can flatten or stretch.
Published by Wysilab on February 15, 2018
Svizze, a prime source of 3D art and computer graphic news, published an article on Instant Terra. The article includes Instant Terra's presentation video and specifies that we plan to include updates and improvements in 2019. Svizze links to our free trial available on our website.Read the article
Published by Wysilab on February 13, 2018
In this video, we show you how the Composition with mask and Full composition with mask nodes works. They work like regular composition nodes as "terrain composition" refers to all the composition nodes.
We have the multiplier coefficients for each input terrain, but we also use a mask so all the white areas in both terrains, here the Slope at a height of 0 and the Perlin Noise, will be combined. In the black areas, the first terrain will be displayed. Here, it is the Slope at a height of 0. In the gray areas, the second terrain, the Perlin noise, is added to the first terrain, the Slope node, and the gray value of the mask acts on the Perlin noise as a second multiplier in addition to the node’s properties.
We have two sets of different properties that can be used to modify my terrain: the first are those of the composition node, which are my two multiplier coefficients. The second are those of the mask. Here, the mask is a disk and I can play with radius and internal radius.
The principle of the Full composition using mask node is exactly the same, except that we also have the tools specific to the standard Full composition nodes, such as translation, ... scale, ... and rotation.
We see the node of Full composition using mask on a more complete terrain.
Published by Wysilab on February 13, 2018
In this video, we show you how the Composition and Full composition nodes work.
The Composition node works quite simply: it takes the two terrains and multiplies them using the two multiplier coefficients of each of the terrains. You can play with these two coefficients to create a combined result of the two input terrains.
The Full composition node works exactly the same except that it includes additional options such as translation, scale, and rotation. The translation, scale and rotation options are important because they allow you, for example, to create a specific point of interest on your terrain and to place it where you want on a more generic landscape.
We also see the Full composition node in a graph a little more complex and the kind of result we can get, particularly the variation with just two Perlin Noise input terrains.
Published by Wysilab on February 6, 2018
In our new video tutorial, find out how to use the Circular symmetry terrain generator. Here, you change a terrain's profile by editing the points on a curve. When editing the curve, the heights of the vertices are impacted from the outside to the center, radially. Switch from manual mode to point mode at any time. All the results are seen in real time in the main window, without the need for a preview window. We also show the node in a graph little more complex.
Published by Wysilab on February 1, 2018
We participated in Midinnov - the essential rendez-vous of innovation in the Occitanie / Pyrénées-Méditerranée Region in Toulouse on Thursday, February 1, 2018 to present our innovative, ultra-fast, terrain-creation software, Instant Terra.
Organized by the Economic Development, Export and Innovation Agency, Midinnov aims to facilitate innovation in companies and help them move from idea to product. Occitanie / Pyrénées-Méditerranée is the region of innovation, the leading French region for R&D expenditure, the fastest business creation region, and the second region for the creation of start-ups. It brings together 29,400 researchers, two-thirds of them in the private sector.
More than 200 SMEs, SMIs, project leaders, and creators of innovative companies participated in workshops, demonstrations, competitions, and an evening dedicated to the 37th edition of the Les Inn'Ovations regional competition. In nearly 40 years, this competition has rewarded 152 companies, some of which are now among the jewels of our region.
The 11th edition of Midinnov once again offered a privileged space for promising companies to meet all the partners of innovation and find a suitable support. Wysilab was delighted to participate.Visit the website
Published by Wysilab on January 30, 2018
We have launched the new version of our website. We hope that the new website will help you quickly and efficiently access the information you need.
Enhanced navigation: The new site provides simple, intuitive navigation.
Mobile-friendly: We have made the website mobile-friendly so that you can view it on your smartphone or tablet.
Roadmap: Find out what to expect from Wysilab in the future.
Blog: Keep up to date with all the news, press releases, tutorials, & tips from the Wysilab team.
Documentation: Read the full online documentation on Instant Terra.
Forum: We want you to be part of our community, so we’ve made it easier with a link to the Forum at the top of each page.
And we’re not stopping here. Stay tuned, visit often, and drop us a tweet or join our Forum to send us your feedback.
Published by Wysilab on January 25, 2018
In this tutorial, an Apply curve node is applied to a Perlin noise node. We use the brush to draw a curve to change the height of each input vertex, and therefore completely change the terrain. We describe the two modes: Manual mode and Point mode, giving you maximum freedom to add, remove, and modify points to draw the curve. We also see how the Apply curve node works in little more complex project.
Published by Wysilab on January 25, 2018
In this tutorial, we create a scene with two terrains - a Slope and a Perlin Noise - and then apply a Disk mask. Double clicking on the Disk mask opens its properties; you can start playing with the Radius and the Internal Radius parameters and see the changes in real time. We also see how the Alpha Blend node works in little more complex project.
Published by Wysilab on December 22, 2017
The Japanese blog introduced Instant Terra beta v0.6 as the most acclaimed software among the terrain-creation software currently available. The blog refers to its users' positive experience of downloading Instant Terra:
"I downloaded it. It is insanely light with about 38 MB!!! I was surprised!! The download finished quickly!"
The article continues to give an overview of Instant Terra's features for new users: the Apply curve node, the Smooth node, and the Export nodes where it specifies that when exporting a mesh, it is saved as an .fbx to able to load into Unity.
The article created discussion among Instant Terra users.
(Main article in Japanese)Read more
Published by Wysilab on December 8, 2017
Wysilab has uploaded a new video of a moorland-style terrain created in Instant Terra v0.6 and rendered in Unreal Engine. This the kind of result you can achieve on very large terrains using Instant Terra.
Published by Wysilab on December 1, 2017
In the middle of a freezing blizzard in the middle of Finland's winter, Wysilab attended Slush 17 in Helsinki from November 30 to December 1, 2017.
Slush 17 welcomed more than 17 000 visitors from 120 countries all over the globe. The event brought together the leading actors of the global tech scene for something very special: the world's leading start-up event. It gathered the top startups from Europe and key investors from the Nordics, Asia and Northern America, the international media, the most promising talent, its well-known partners, and all potential customers.
The general tone was dark and ominous, in accordance to the central theme this year. On the main hall, there were separate areas for networking and several soundproof booth/cubicles available for attendees, generally occupied due to high demand.
The moments of fame at Slush 17 were short, and the pace of the program was fast. The program encouraged sharing a memorable story or lesson instead: real-life cases, stories of impact, proven scientific results, personal experience, data-backed findings, the wow factor, and exclusive content – something that can encourage the audience to solve the biggest problems of our planet.
The visitors are often founders of startups and investors looking for potential business, and new graduates looking for jobs. The core segment of Slush is an innuendo to help people find matches investors. In fact, more and more start-ups flourishing from the event is to Slush's advantage, as success stories of startups getting funds is marketing gold.
Slush is built for entrepreneurs by entrepreneurs. Whether you were looking for investors, customers, media exposure or mentoring, Slush offered something for all industries.
Motivational speeches and business stories in an inspirational atmosphere marked the experience more vivid than regular exhibitions, as well as the enthusiasm.
We look forward to braving the Nordic weather for Slush 2018.
Published by Wysilab on October 13, 2017
Wysilab has released Instant Terra beta version 0.6. Download it from our website and begin creating your terrains up to 8K x 8K.
Here the main improvements since beta 0.5:
This erosion simulation version is the first step in a more complete erosion system that will be developed in a future release. It creates realistic effects by rainfall and river flows.
Using 5 presets, each one creating a different erosion and deposition result;
If you want to tweak the results of the preset you have chosen, you can adjust the four parameters available to achieve a more accurate result;
We also provide an advanced tab where you can adjust a number of internal parameters.
See our documentation on erosion simulation.
We have great plans for the erosion simulation. We want to provide you with the best performance and the most realistic end result. This version is only the very first step of the future complete solution. Work in progress includes:
Thermal erosion added to hydraulic erosion to provide a very realistic end result;
More explicit parameters to create self-explanatory parameters to replace the current internal "technical" parameters that may be difficult to master;
Multi-scale erosion that will be computed several times, but on different scales starting at a very large scale and ending with smaller areas; to generate an overall effect, for example for large valleys, and to add gradually more and more details;
Using masks to set the parameters.
After these improvements, we will work on other kinds of erosion: ice, snow, and coastal erosions are in our roadmap.
Several improvements have been made to the Curve Editor: This node modifies the terrain profile by changing the heights of all the vertices on a curve that define the terrain heights.
You can now edit your curve in Point mode (like a Bezier curve). The control points are displayed in increasing subdivisions of five, from 5 to 50 points. A higher number of control points gives you more control over the changes you make to the curve.
You can toggle between the Point and Manual modes as many times as you like and add, remove, and edit the points. When you move the mouse over the terrain, the height under the mouse is shown as green points on the curve.See our documentation on applying curves.
Several other improvements have been made:
Handling in the 3D view: A gizmo is available in the 3D view to let you move the terrain directly when using the Full Composition node. See our documentation on nodes.
Name & comments: With this version, you can set a name and add comments to a node. See our documentation on nodes.
Perlin noise rotation: You can specify a rotation angle in the Perlin noise generator node. See our documentation on Perlin noise.
Cameras: You can now save and use several cameras, and set a custom field-of-view value. See our documentation on cameras. Import a DEM file to read files from USGC (U.S. Geological Survey). See our documentation on importing files.
Export in the RAW format and Mesh export compatible with Maya 2014 and 2015, and 3DS Max 2014 and 2015. See our documentation on exporting files.
Published by Wysilab on October 13, 2017
Wysilab has published video of how to create a monsoon-style terrain with hills, fields and, lakes. The final result in Instant Terra was exported to Unreal Engine and rendered. This video demonstrates the kind of result you can achieve on large terrains using Instant Terra.
Published by Wysilab on October 5, 2017
A Japanese user successfully used Instant Terra to generate terrain data from Antarctica oceanographic data.
"Easy authentic terrain creation with Instant Terra! With the latest DCC tool, Instant Terra, create terrains intuitively in the world. Easy, real terrain creation!
I tried using terrestrial data of Antarctica to create terrain data. We used data created for the Antarctic project "HOH", which is planned with members of the organization "Wabisabi", including Oceanographer Y Okinawa who is active in North America, It is a contour map of the surface of the earth below the ice of Antarctica, which the author and Y have originally created."
(Main article in Japanese)Read more
Published by Wysilab on October 5, 2017
RenduRu, the largest information resource in Russia on computer graphics and 3D technologies, introduced Wysilab's first public beta version of Instant Terra. The article describes Instant Terra as a new tool for creating embossed meshes and maps, designed to help artists create landscapes with real-time preview and unlimited size, as well as resolution. Currently, the beta version is limited to the import and export of terrains and masks of 8k.
(Main article in Russian)Read more
Published by Wysilab on October 2, 2017
Kirill Tokarev from 80Level interviewed Alexis Vaisse and Marianne Calva, the co-founders of Wysilab about their new terrain creation tool for games. Developed by Ubisoft veterans who wanted to create accessible and powerful landscape modeling tool, the article announces that Instant Terra is now in beta, and recommends that users check it out.
The interview describes Alexis and Marianne's extensive experience and expertise in the video-game industry and their previous projects within Ubisoft.
Stumped by the limited, slow, and complex tools that exist, they founded the idea of Instant Terra on the desire to meet these new challenges, leading us to embark on the adventure of starting a business with a purpose: to provide a new user experience with a terrain generation tool based on innovative technologies sweeping the limits.
The interview goes on to describe Instant Terra's multitude of features for creating realistic terrains including erosion simulation, painting a mask directly in the 3D view...
The co-founders are convinced that Instant Terra will change your way of working!Read more
Published by Wysilab on September 22, 2017
Wysilab has uploaded a teaser video of an Arizona-style terrain using the Slope, Painted mask, and Full Composition nodes, and more. The Painted Mask node is used to put a road inside a flat part and the Full Composition node combines split parts to create the final Arizona-style terrain.
Published by Wysilab on September 8, 2017
Wysilab project video shows the accelerated creation an Arizona-style terrain using the node-based interface and rendered in Corona Renderer. The completed project uses a Painted Mask node to put a road inside a flat part and Full Composition node to combine split parts and create the final Arizona-style terrain.
Published by Wysilab on August 22, 2017
Wysilab complete project video shows how you can paint a mask directly in the 3D view and immediately see the results on the terrain. In the Painted mask node, you can edit the mask size and content, and set the brush size, intensity, fall off and mask color intensity. See our documentation on painted masks.
Published by Wysilab on August 4, 2017
Wysilab exhibited at SIGGRAPH 2017 in Los Angeles in booth 1142, giving live demonstrations of our terrain creation software, Instant Terra. We were met with great enthusiasm for Instant Terra and received numerous subscriptions for updates on the beta release, which will be released on November 14, 2017. We look forward to receiving your thoughts and ideas on our Forum.
SIGGRAPH is the world’s largest, most influential annual conference and exhibition in computer graphics and interactive techniques:
Five days of research results, demos, educational sessions, art, screenings, and hands-on interactivity featuring the community’s latest technical achievements, and three days of commercial exhibits displaying the industry's current hardware, software, and services.
The wide array of program content included talks, workshops, technical papers; posters; panels, and more. Live streaming sessions allowed those who could not make the conference to watch a variety of SIGGRAPH 2017 sessions available via live stream on YouTube and Facebook.
Published by Wysilab on August 3, 2017
Studentfilmmakers, the leading educational resource for film and video makers, promoted Instant Terra in their Technology news section. Posted by Judy Michelle Solis, Editor, the article features Instant Terra's presentation video and describes how the idea of Instant Terra was founded.Read more
Published by Wysilab on July 24, 2017
Wysilab's video demonstrates how to use the Painted mask node to paint a mask in the 3D view and adjust the node parameters to obtain the desired result. The results are updated and seen in real time in the main window: there is no need for a preview window. See our documentation on painted masks.
Published by Wysilab on June 19, 2017
At the MIFA 2017, 3DVF, the largest French-language community portal for digital images and creation, discovered Instant Terra.
Here is a translation of the article from French:
"The MIFA, the professional side of the Annecy Festival, is an opportunity every year to discover new technologies. The 2017 edition allowed us to meet Wysilab, a French company based in Montpellier. It is currently working on the development of Instant Terra, a 3D terrain creation tool for video games, animation, and VFX.
Concretely, Instant Terra relies on the height maps - vector displacement maps - which makes it possible to easily import the terrains in current 3D tools. The co-founders - Marianna Calva and Alexis Vaisse - are from the video game industry (they both worked at Ubisoft): a legacy that is reflected in the main strength of Instant Terra, namely the real-time preview of the lands created, even in the highest resolutions (32k, even 64k).
Still in private beta, Instant Terra will be launched in public beta in the fall, then in final version by the end of the year. The licenses will be offered for purchase, with prices adapted to the size of the client, and rental for flexibility.
The addition of scattering tools is expected in the long term: a next major release will allow, among other things, to manage the vegetation. An official website is already in place and you can be notified of the launch of the public beta."
(Main article in French)Read more
Published by Wysilab on March 22, 2018
E-tribArt Institute, offering professional training from software learning to the analysis of sophisticated techniques, promotes Instant Terra.
Here is a translation of the article from French.
Instant Terra, 3D Terrain Creation
Discover a new 3D production tool: Instant Terra. Dedicated to video game studios, CGI and VFX, this is a 3D terrain creation tool that increases your productivity and creativity.
With this tool, it is possible to create your terrain quickly and transparently, regardless of its size. The size and the resolution are unlimited. Interesting features include real-time preview and high-speed production.
Based on innovative technologies, Instant Terra offers some advantages:
Unlimited size and resolution: Do not let your computer determine the maximum size of your terrain.
Your terrain can contain billions of quads: the software remains fluid.
Full-screen, real-time preview: modify a parameter and display the result immediately.
No preview window: the result is already visible in your main window.
Ultra-fast production: your terrain is ready and you now want to use it for the rest of your production. Instant Terra generates terrains much faster than existing solutions.
The workflow is seamless, even with billions of vertices. Master your creative process: The full-screen preview is updated in real time, even at the highest resolutions. You can generate your terrain up to 20 times faster than any procedural tool.
Contribution: Create your own terrain from scratch and use the different nodes to build it, or you can import your own land and work on it.
Operations: Instant Terra is a nodal tool. It offers non-destructive design updates, reuse and automated realism.
Realism: simulate the natural effects of weather, such as erosion of the rain or erosion of the wind. Your terrain seems realistic because it has aged according to the natural laws of geophysics.
Compatibility: Terra's instant export is compatible with all major formats and you can easily work on your terrain with your usual DCC, such as 3DS Max or Maya.
Instant Terra is developed by the studio Wysilab, created by Alexis Vaisse and Marianne Calva. Alexis previously worked at Ubisoft and has 20 years of experience in software development for digital creation in the video game industry. He is both an expert programmer and a project manager. Marianne Calva has worked for more than 15 years working in software companies and has also spent the last 10 years at Ubisoft. As associate producer, she was responsible for organizing and monitoring the project, technical documentation, and communication within the projects.
To learn more about Instant Terra, visit the dedicated website!
(Main article in French)Read the article
Published by Wysilab on June 17, 2017
Wysilab exhibited at the International Animation Film Market (MIFA), the global reference for animation films, in Annecy and presented live demos of Instant Terra. On booth 5.005A, we were pleased to present live demonstrations of Instant Terra.
We were met with great enthusiasm for Instant Terra and received numerous subscriptions for updates on pour beta released, scheduled for November 14, 2017.
The festival is the world's top reference for animation films: check out the latest animated gems, find out about current and future trends, meet up with your favorite film directors and up-and-coming talents, track down new associates and partners... in the fun and friendly atmosphere of the Annecy International Animation Film Festival.
Competitions, events, exhibitions, and special programs peppered the festival, To wind up the six days of intense screenings, rich in discoveries and emotions, the annual closing ceremony revealed the much awaited winners of Annecy 2017.Read more
Published by Wysilab on September 8, 2017
Wysilab's video shows how to use the Full terrain composition node to place a terrain inside a larger one. This node gives maximum freedom to compose two terrains. The second terrain can be translated in the X and Y axes, scaled, and rotated before composing it with the first terrain. See our documentation on the Full composition node.
Published by Wysilab on June 2, 2017
Wysilab received support from Créalia in the form of the Innovation loan for its new generation of ultra-fast tools for 3D digital decorations.
Créalia is an Initiative France platform. Specializing in the financing of innovative companies in the OCCITANIA - Pyrenees Mediterranean region, it grants zero-rated personal loans of up to € 100 000 per project. CRÉALIA is an essential link in the project finance chain innovations in OCCITANIA - Mediterranean Pyrenees.
Three high-potential regional companies, including Wysilab, received the "Innovation" Créalia loan of € 170,000.
"The jury of the regional seed fund Créalia has granted € 170 000 Innovation Loan Innovation on May 30 to 3 regional companies with potential," announced the president of the regional fund, Stéphane Marcel. With a budget of € 6m to support companies with its "Innovation Loans" of up to € 100 000, Créalia "targets 120 companies supported within 3 years," said its President.
The three companies supported, which operate in distinct sectors of activity - 3D, commerce, and health - testify to the potential of the digital and the creativity of the French Tech. They each received between € 50 000 and € 70 000.
The first of these companies, Wysilab, is a software development company hosted by the Montpellier BIC. The start-up is particularly specialized in the development of a new generation of ultra-fast tools for 3D digital decorations. These tools are intended for professional artists in the digital industry: video game studios, animation, special effects, etc. Wysilab has created Instant Terra, a solution to create 3D digital landscapes with no limit in size and in a very fast way. "The Créalia fund essentially allows us to leverage our capital and obtain regional support, especially for a first patent," explains Wysilab.
(Main article in French)Read more
Published by Wysilab on May 29, 2017
Neozone's freelancer Jordan interviewed the Wysilab co-founders and published an article on Wysilab Instant Terra in the cinema section. Below is the transcript translated from French.
Marianne Calva and Alexis Vaisse responded very kindly to my questions about their project. The latter consists of software: Instant Terra. As its name indicates in part, it is about terrain creation. The applications are numerous and the innovation proposed by Wysilab will most likely change the performance of 3D image generation in the medium term and in the long term. Today, creating realistic digital terrains is a long process. This leads to additional delays in creation and therefore the release of the games we expect. Instant Terra revolutionizes the creation of 3D terrains with a smooth, ultra fast process regardless of the size of the terrain. The generation of very large terrains is possible and the changes made during the creation are visible in real time. I had the pleasure of asking them a few questions to learn more.
First, can you introduce Wysilab, your journey so far? How did the idea of Instant Terra come to you?
We are both alumni of Ubisoft and we worked on a clothing simulation tool (Motion Cloth), and yes, it is with the use of Motion Cloth that the clothes of the last Assassin's Creed moved. But also the flags of Far Cry 4, etc. All this came after the development of Motion Physics, the physics engine used in a dozen games at Ubisoft.
We rubbed shoulders with artists who worked on games based on a very large terrain (Steep, Ghost Recon Wildlands, to name a few).
They struggled with the existing tools because these tools were overwhelmed by the new ambitions in terms of size and realism. This regularly led to computing times of 10 hours => a whole night! To recalculate all the terrain after making a modification of a parameter. It is understandable that in these conditions, the artists had to limit their ambitions, which caused a lot of frustration.
These tools are based on a logic that limits their ability to evolve. It has become clear to us that a new generation of tools, redesigned entirely with a new approach, is needed to meet the needs. We left Ubisoft in 2016 to create Wysilab, and to develop our software based on innovative solutions. Pretty quickly, Alexis found how to optimize the computation time so that they are 10 to 20 times faster, so we could predict to recalculate a large lot in one hour instead of one night, or for a smaller field in 5 minutes instead of one hour.
That alone was already very appreciable, but it was not enough. We really wanted the artist to control what he was doing. It must be understood that the quantity of data is enormous; for the tools on the market it is mission impossible to update in real time all this mass of data on the whole terrain as and when changes made by the user.
Imagine for example in Photoshop, you make a change to the colors and you would not see the result on your entire image. It would take several minutes or hours to see if the new color suits you, and then you could continue... It would be rather painful.
Our Instant Terra software lets you update and visualize the terrain in real time just as Photoshop can see the result of each of your changes, and this, regardless of the size of the terrain up to thousands of km².
As I understand it, this is a generation of land for several areas: the video-game industry, CGI, and VFX Studios. Can you tell us about the technology used without revealing too much?
The calculations are parallelized to the maximum. We use all the available power of the processor (CPU) and the graphics processor (GPU), optimizing their exploitation dynamically according to the configuration of the computer and resources available at any time.
But that is not enough if we do not have algorithms whose whole logic tends to optimize performance. We must therefore be very creative to find for each calculation the approach that will be the least expensive in terms of resources, without degrading the quality of the final result. A challenge every moment.
Does the technology manage the water bodies? (seas, oceans, deep sea) Also, waves and marine activity?
This is planned and it will be the case eventually. We can manage several levels of water to not be limited to the sea. We can have lakes at different altitudes. For waves and marine activity, no, it's not in the scope. That said, the phenomenon of coastal erosion will be taken into account for realism. Our tool is an offline tool: it is used to generate pre-calculated data.
Imagine that one wants to model a fault, until it depth can one model with instant Terra?
The limits in the positive or negative altitudes make it possible to model without any problem all the existing reliefs on Earth, and more still.
From what I read, Instant Terra is endowed with realism and takes into account erosion. This means that if one day a video game comes out with a real periodicity, we can imagine that the sets change depending on the seasons or events such as earthquakes?
For the moment Instant Terra generates only the bare ground, so the relief. And this is not impacted by the seasons. For a staging on earthquakes, it would be necessary for the artist to make a "before earthquake" terrain then change some parameters to generate an "after earthquake" terrain.
Realism is controlled through the simulation of natural events. A digital terrain has a realistic appearance or not. Sometimes we do not know exactly why the digital terrain does not seem credible.
In real life, our landscapes are millions of years old. They have been shaped by time. They have suffered erosion and aging due to rain, snow, frost, heat. Rocks and sediments have settled in the valleys. The coasts have been eroded by the action of the waves. And all that depends on the relief, the climate, the nature of the soil ...
To make a realistic digital terrain, you have to know how to make it undergo these natural aging processes, a little like a film that would be accelerated. It is the quality of the different erosion algorithms that will provide a realistic final rendering or not.
What can the ultra-fast generation of terrain (20 times faster than other systems)?
In the field of video games, there is a race for bigger and bigger fields, from hundreds to thousands of km². Divide the calculation time by 10 or 20 allows both to play obviously on the profitability (the same result is achieved faster), but also on the final quality: with the same working time, or with less time, the artist can go further in quality, further in details. He is no longer forced to compromise to limit himself to what his current tool allows him to do. Thanks to the real-time preview, the artist masters his creation and can afford to experiment without losing hours on each test. He can explore new paths and go further in his creativity.
The video shows a manipulation on a field of 16k x 16k is potentially 256 km² and handling remains seamless (even though it was recorded on an undersized laptop compared to a classic PC graphic designer).
Can the terrains self-generate without developer intervention?
Instant Terra is classified as a procedural generation tool. The fields are generated from rules (dimensions, minimum and maximum heights, ...). Each rule is a node, and the sequence of nodes form a graph whose result is the final terrain. A tool like Instant Terra provides dozens of possible combinable nodes, each with its parameters. Among these nodes, there are actual generation nodes, which creates a terrain from "nothing" actually from a noise applied to a surface. The Perlin noise for example, is a classic in the procedural generation. We can generate a terrain without manual intervention, but Instant Terra gives a maximum of control to the artists: one can combine one or more very detailed terrains having a significant resolution with a bigger ground and of less important resolution. Typically the action will happen in a very detailed terrain, surrounded by vast landscapes less detailed because they are far away. In addition, the artist has the possibility to define masks to control the places where the terrain will be impacted by the calculation. We can protect certain parts for which the artist wishes a total manual control outside the tool.
Can any PC show what Instant Terra can do?
The usual PC configuration of a graphic designer is largely enough to take advantage of all the advantages of Instant Terra.
What do you have to do for the release?
We started a private beta program in May with some large accounts who were very interested in our tool. The first feedback after the closed beta are very good. (Editor's note: Marianne told me again recently that users are already super enthusiastic). Then we will be in public beta during the third quarter of 2017. These two stages will allow us to refine and finalize our tool before a first release scheduled for the end of the year. In particular, we have work at the interface, because we have of course started to demonstrate our performance. Now that we have the expected results, we have to work on our user interface. We absolutely want our tool to be simple and pleasant to use.
Available in 2017, in which future video games or supports will we see your engine? Do you have any leads?
Yes, but... hush! In any case, we have had promises! We hope that the results of our software will be visible in the first games or movies from 2018.
Star Citizen maybe?
To follow your adventure and support you, what can we do?
You can follow us on social networks: Facebook, Twitter... Interested graphic designers are encouraged to use the beta version (free) as soon as it is available and to give us feedback to help us improve our offer.
Thank you very much for our exchange.
Thank you Jordan.
Instant Terra is compatible with the usual graphic design tools: 3 Autodesk 3DS MAX, Autodesk Maya M, SideFX Houdini, Isotropix Clarisse iFX, Unreal Engine, Unity.
Thank you to Fabien for putting us in touch and thank you to them for sharing their project that will revolutionize certainly the digital world.
We will follow them in their evolution. I am very happy to share this with you.
(Main article in French)
Published by Wysilab on March 5, 2017
Wysilab presented Instant Terra at the Game Developers Conference, the world's largest professional game industry event in San Francisco, California from February 27 to March 3, 2017.
We had great interest in Instant Terra beta v0.6, due for release on November 14, 2017, and numerous subscriptions to our newsletter to keep up to date with our developments.
The Game Developers Conference (GDC) is the world's largest professional game industry event. GDC attracts over 26 000 attendees, and is the primary forum where programmers, artists, producers, game designers, audio professionals, business decision-makers and others involved in the development of interactive games and virtual reality gather to exchange ideas and shape the future of the industry.
Game Developers Conference organizers are pleased to announce that the remarkable talks and presentations delivered by game industry notables at GDC 2017 are now available to watch on the GDC Vault.
Published by Wysilab on September 8, 2017
Wysilab presents Instant Terra: a revolutionizing software to create any size of terrain fast & seamlessly, with a full-screen, real-time preview, and ultra-fast generation. See Features for full details of how Instant Terra can boost your productivity and reduce production costs.