Recent Posts

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1
Feature requests / Re: Highlight connecting nodes
« Last post by Alexis Vaisse on September 22, 2020, 05:16:51 PM »
Thanks for the suggestion.
This feature will be in Instant Terra 1.13.
2
Suggestions / First thought
« Last post by Raven on September 18, 2020, 04:10:55 PM »
Hey Wysilab team ;)

That's a wonderful news...I can't wait to see what powerful features this partnership will bring to realtime terrain generation.

My first thought is about lakes and rivers and how it would be awesome to have the plugin manage these as well, creating in unreal water primitives accordingly to the Instant terra setup.

Best of luck, see you soon I hope ;)

Sylvain C.
3
Suggestions / Express yourself!
« Last post by Marianne Calva on September 17, 2020, 12:18:46 PM »
Post here your expectations, suggestions and questions about the Instant Terra plugin for Unreal Engine.
4
Wysilab's news / Instant Terra plugin for Unreal Engine
« Last post by Marianne Calva on September 17, 2020, 12:15:59 PM »
The development of the plugin is work-in-progress, and we'll share here some news and screenshots soon!
5
News & Announcements / See our blog for news and announcements
« Last post by Marianne Calva on September 17, 2020, 11:39:33 AM »
All news & annoucements can be found now in our Blog page.
6
Support - How to ... ? / Re: How to import color map from several files?
« Last post by Cryunreal on August 04, 2020, 07:54:00 AM »
Thank you. I know about it, but i think your explanation will be helpfull for other people.
7
Support - How to ... ? / Re: Tiles update priority works not perfect now
« Last post by Cryunreal on August 03, 2020, 01:30:54 PM »
Right now this is very important, because somethime result is not so easy to see and artist does not understand did the calculation happen or not.
8
Support - How to ... ? / Re: Real units for change size
« Last post by Cryunreal on August 03, 2020, 01:25:47 PM »
geotiff is cool, but normal 3d artists does not know about geotiff. But usually all artists know a size of location
9
Support - How to ... ? / Re: Tiles update priority works not perfect now
« Last post by Alexis Vaisse on August 03, 2020, 09:18:39 AM »
Hi,

The tile that is computed first for an erosion node is the tile which is under the camera.
This may be improved in a future release.

For the moment, the best way to control the tile to compute is to use a Top view camera: press T for Top view, then move the camera and zoom in and out without rotating the camera.
10
Support - How to ... ? / Re: Real units for change size
« Last post by Alexis Vaisse on August 03, 2020, 09:09:44 AM »
Thanks for the suggestion. We'll add it in our backlog.

The size of a terrain or a mask is defined by the quad size that you can set in the Import node.

For instance if the width of your terrain is 16'500 pixels and you know the size is 15'360 meters, you compute 15'360 / 16'500 = 0.93, so you set a value of 0.93 for the quad size.

You can create a component to let the user enter the size in meters and use a "Formula" node or a "Divide" node to automatically compute the quad size to apply.

FYI Instant Terra 1.13 will support GeoTIFF import: the quad size will be computed and set automatically.
A color map currently doesn't have a quad size. That will change in Instant Terra 1.13: a color map will have a quad size, and there will be new nodes to automatically apply a color map on a terrain at the right location and the right size.
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