Recent Posts

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New nodes: Color map and normal map multi file export

Instant Terra v1.6 has two new nodes to export color maps and normal maps as several files to optimize the rendering times for very large color or normal maps in an external engine.


Using the same file pattern formula as the terrain and mask tiled export, the files are exported as tiff, png, tga, or bmp file formats.


The width and height is set in number of vertices and the number of files to create based on the overlapping parameter.
  • If overlapping is set to 0 the file is cut into parts, and the parts have nothing in common.
  • If overlapping is set to 1, two contiguous parts will have a column or a line in common.
  • If overlapping is set to 2, two contiguous parts will have 2 columns or 2 lines in common.


The width, height and overlapping can be driven by calculation nodes linked to the optional connectors. In the example below, the width of the export is controlled by a constant value of 40.

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Features in development / New feature: RAW import
« Last post by Leigh Kamraoui on June 10, 2019, 03:48:09 PM »
New feature: RAW import

In Instant Terra v1.6, the terrain or mask can be imported as raw binary data.

Check the Import as RAW box in the node's properties.

The Skipped bytes option appears in the File information. This option provides the number of bytes to be skipped at the beginning of the raster file to obtain to the first row of pixels.

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Features in development / New feature: Display and adjust the water level
« Last post by Leigh Kamraoui on June 06, 2019, 12:19:48 PM »
New feature: Display and adjust the water level

In Instant Terra v1.6, you can display the water level and adjust it to achieve an effect on a terrain under different water conditions.


Check Show water to show the water level. The option is unchecked by default.

Set:
  • The water altitude using the arrows or enter a number.
  • The water color using the color picker.
  • The opacity using the slider.
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Show room / Re: Experiments and samples
« Last post by Alexis Vaisse on June 04, 2019, 09:04:43 PM »
Hi,

Congratulations and thanks a lot for sharing your creation with the community.
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Show room / Experiments and samples
« Last post by FrostedArt on June 04, 2019, 07:18:53 PM »
Greetings,

I had a chance to do some quick terrain experiments with Instant Terra Pro and thought I'd share my experience along with some samples I made.

https://www.artstation.com/alexanderalza/blog/rzRG/terrain-experiments-using-instant-terra-pro



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As far as I could tell it was happening every single time on different days so it wasn't just a "restart your computer to fix" type of issue ;-)
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Feature requests / Re: A few QOL notes...
« Last post by Alexis Vaisse on June 03, 2019, 11:22:17 AM »
Hi Alexander,

Thank you very much for your feedback. It's appreciated.

Quote
Being able to control the light direction in real time on your 3D viewport, such as by holding down Shift+RMB would be great
With the menu Edit > Preferences > Light settings, you can open the Light settings window and keep it open all the time.
That way you can very easily change the light direction at any time while working on your terrains.

Quote
When painting a mask, it would be nice to have a hotkey for an ortho top down view to make painting easier.
That's a good idea. Thanks for the suggestion. It doesn't seem there is a standardized keyboard shortcut for ortho top view (O, Num5, F6, F8, F10...). If you have a favorite one, feel free to propose it. ;-)

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When painting a mask, it would be great to be able to use the bracket keys [ and ] respectively to decrease/increase the size of the brush.
We use the following keyboard shortcuts:
- Switch between Lighter and Darker brush: S
- Change brush size: D & F
- Change brush intensity: G & H
- Change brush fall-off: J & K
We'll add a tooltip to show these shortcuts.

Quote
When painting a mask it would also be great to be able to have the option to blur or smooth wihout having to use nodes to do so after the fact.
Thanks for the suggestion. We plan to add more brushes (including user-defined brushes). We may also add an option to smooth the mask.
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Hi,

Thanks a lot for your feedback and the video.

We had this bug in the past and thought it was fixed, but unfortunately this is not the case. :-(

Does it happen all the time or just from time to time?

We tried to reproduce it but couldn't succeed in having a repro case.

Thanks for your help.
9
Feature requests / Re: Using erosion results as masks...
« Last post by Alexis Vaisse on June 03, 2019, 09:16:25 AM »
Hi Alexander,

It's already available:

For the Rock Erosion, the second output is the sediment elevation, so you can transform it into a mask.

For the Mountain Erosion, there is a single output, so what you have to do is the difference between the output terrain and the input terrain, then transform it into a mask.

And for the Hydraulic Erosion, you have 3 outputs that you can directly transform into masks:
  - Sediment elevation
  - Water elevation (usually less useful than the flowmap)
  - And the last one which is the flowmap.
You can also do the difference between the output terrain and the input terrain to get the erosion & deposition mask.

(At the beginning, we planned to directly have these outputs, but nodes had more outputs and it was confusing).

Note that you can create components to directly output what you want.

Please let us know if this is not what you expect.
Thanks.
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Support - How to ... ? / Re: Mesh UV
« Last post by Alexis Vaisse on June 03, 2019, 08:58:50 AM »
Thanks for your feedback.

We'll definitely implement this feature and release it.

Alexis
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