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Crash and bug reports / Re: Problem with size preset node
« Last post by Danilo Nishimura on July 08, 2021, 05:26:13 PM »
Well, in my opinion, the information there is pretty straightforward, I don't see any reason to change that.
I do agree that testing with users is useful though. That will show if a lot of users are creating 1025x1025 sized terrains (not that it is a problem).
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Crash and bug reports / Re: Problem with size preset node
« Last post by Cryunreal on July 08, 2021, 01:45:37 AM »
I understand what you mean, but i disagree with you, because this is bad UX. Make focus test and you will see that lot of users will make 1025 x 1025 resolutions on export.
I think Wysilab just need to swap Size in meters and Size in points in UI.
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Crash and bug reports / Re: Problem with size preset node
« Last post by Danilo Nishimura on July 07, 2021, 07:47:00 PM »
tldr; Wysilab is absolutely correct on their approach.

First, regarding your last comment, in my honest opinion, I think it's the other way around. You define the look of what you're creating, and when you're happy with it, export it to whatever resolution you want to use.

Now regarding the mesh density and size, I think this is just a bit of misunderstanding on why things are like this.

First, about the size. As Alexis said in his own words, vertices are mapped to pixels, one by one, so you can correctly reconstruct the mesh when reading the texture. If you have 1025x1025 vertex positions, you need 1025x1025 pixels.

Now why is it 1025 and not 1024?
A single quad mesh has 2x2 vertices. One for each corner of the quad. If you slice it up in the middle, you have a 2x2 quad with 3x3 vertices, because they share the edges, so they share the vertices. If you slice each quad in the middle again, you'll have 4x4 quads with 5x5 vertices. You need that +1 pixel. You shouldn't just "guess" the last vertex height just to keep the texture as a power of two. That doesn't make sense.

(ignore the quad colors)

The 3D software/engine reads the texture and reconstructs the terrain mesh. That's usually not a realtime thing, so it's not a problem that its size is not a power of two. The engine will convert that information to their own data structure.

Supposing you used a 1024x1024 texture to recreate a 1024x1024 terrain, you would end up with two of the terarin edges (probably the right and top ones) copying the previous pixel information. If you're using just one terrain, it might work just fine, but if you're tiling and stitching terrains together, that means that at each terrain intersection, there will be a mismatch between one terrain and the other.

There would be a different case if you were loading the texture at runtime to raymarch the terrain texture and recreate that terrain per pixel. In that case, I'd just crop out the extra pixel (you can automate that with instant terra api).

Now about size, @Alexis feel free to jump in and correct me if I'm wrong here, but the correct size in meters affects more than just "resolution", It's also used evaluate the erosion and other algorithms, which means the size and scale is important to correctly replicate the physical phenomena. If you're simulating a terrain with correct size and scale, the result will make much more sense than just keep bumping values up and down, not understanding why the value range doesn't make sense.
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Feature requests / Reconnect nodes if cursor on the other connection line.
« Last post by Cryunreal on July 05, 2021, 04:00:02 AM »
Reconnect nodes if cursor on the other connection line.
The same as in world machine. Very usefull feature for big graph.

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Crash and bug reports / Re: wrong size of color map preview
« Last post by Cryunreal on July 04, 2021, 06:01:41 PM »
ok, but mask could be applyed for any terrain the same as color map. I dont see any different between color map and mask, instead of number of channels. All other options the same.
So why the preview between color map and mask are different???
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Feature requests / Re: Tiled textures in full resolution (terrain details)
« Last post by Cryunreal on July 04, 2021, 05:58:21 PM »
Yes, this is what i mean exactly.
Perfect. This is right way.
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Feature requests / Re: Normal map with color map output
« Last post by Cryunreal on July 04, 2021, 05:55:34 PM »
I dont understand why you do so many different types of data. Vector and color is the same type. I understand that if you will change this you will brake backward compatibility, but you can try to reduse types of data and make any automatic migration of old graphs.

Or instant terra will be software not for artist

Vector == color. Color also could be negative value, the same as vector.

I hope you understand what i mean, my english not so perfect i know. But i just try to help you, that is why i am making so many posts on your forum. =)
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Crash and bug reports / Re: wrong size of color map preview
« Last post by Alexis Vaisse on July 02, 2021, 05:02:05 PM »
A square color map is always displayed as a 1km x 1km square, whatever its size (when it's not square, the longest dimension is 1km long). This is by design.

The same color map can be applied onto different terrains, each terrain having its own size.
If you want to display a color map as a larger square or a smaller square, a possible solution is to apply it onto a terrain which has the size you want.
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Feature requests / Re: Tiled textures in full resolution (terrain details)
« Last post by Alexis Vaisse on July 02, 2021, 04:39:22 PM »
I have great news for you: this feature is currently in development.
The estimated release date is August / September 2021.
Below is a screenshot taken from the version in development.
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Feature requests / Re: Normal map with color map output
« Last post by Alexis Vaisse on July 02, 2021, 04:28:43 PM »
There is a new node "Vector map to color map" in Instant Terra 2.3 to be released next week.
This node converts a vector map to a color map.
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