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Crash and bug reports / Hi, crash;
« Last post by babe on June 08, 2022, 02:46:01 PM »
Bonjour, il y a un crash à chaque fois que je vais dans ce tutorial " Terrain Composition " à partir du 17/43.

Hello, there is a crash every time I go to this "Terrain Composition" tutorial from 17/43.

Feature requests / Re: Export dialog focus/placement
« Last post by Alexis Vaisse on June 03, 2022, 07:54:34 AM »

Thanks for the feedback.
Feature requests / Export dialog focus/placement
« Last post by HorribleGoat on June 01, 2022, 11:47:07 PM »

This might be a insignificant feature but the export dialog that states export was successful gets easily lost in my 3 monitor setup. Would be good if it popped active with the main IT window and brilliant if it stayed at the same monitor instead of sometimes being on my left or right screen instead at the middle. Id suppose it could be bigger too since Im often chasing it against all the other windows/programs I got open.
Feature requests / Re: Optmization Node/Option for Vistas
« Last post by Alexis Vaisse on June 01, 2022, 01:40:10 PM »

The feature is in our backlog, but there is no release date yet.
In the meantime, the good way is indeed to use ZBrush, Maya, 3DS Max or Blender to reduce the number of polys.
Feature requests / Optmization Node/Option for Vistas
« Last post by DaniloN on June 01, 2022, 09:37:07 AM »
I use this software a lot for creating vistas for games, and I'd like to know if it's possible to have an optimization node to reduce the number of polys while keeping the silhouette? I use upscaling node a lot, but there's a lit of 10 on the value on it.
My current workflow is to export the terrain, go to zbrush or maya and reduce the polys there (using decimation(zbrush) or reduce (maya).
Would be great to have all my work done inside InstantTerra! :)

One thing I do as well is to remove ocean/flat from my vistas to make it more easy to place them. (if there's an option to mask out that areas when exporting without geo, that would be great as well! )
Discussions / Re: Large heightmap import speeds
« Last post by HorribleGoat on May 23, 2022, 11:00:37 PM »
Hey Alexis!

Thanks for answer! Pro version could indeed be useful and I'll inquire after it.

I suspected TIFF and PNG might be faster so I'll try those out!
Discussions / Re: Large heightmap import speeds
« Last post by Alexis Vaisse on May 23, 2022, 08:34:17 AM »

TIFF and PNG imports are usually much faster than ASC import.
It will probably be worth it to convert your data to TIFF or PNG. Instant Terra can export 16-bit TIFF, 16-bit PNG, and 32-bit TIFF.

If you have to handle large terrains, such as 32K x 32K, it may also be interesting to upgrade to Instant Terra Pro. You can send an email to to get to information on how to proceed.
Instant Terra Pro offers better performance on large terrains. It also has a cache system to speed up import process (first import is slow, next imports are at least one order of magnitude faster).
Discussions / Re: Colors Satelite Maps and Road ?
« Last post by HorribleGoat on May 22, 2022, 06:18:53 PM »
I believe you could create separate road masks and combine them with the generated terrain texturing.
Discussions / Large heightmap import speeds
« Last post by HorribleGoat on May 22, 2022, 06:17:15 PM »

Im building rather large piece of terrain and I was wondering if there are loading  speed differences in different heightmap source datatypes.

I have 32768px/point resolution heightmap in ASC format at the moment, it loads for quite some time into memory and I have not yet had a chance to try it in PNG or TIFF but would those load any faster?

Also accidentally clicked the import node off and back on and it restarted the import..

Some additional details:

  • asc file size hefty 8.12gb
  • when loaded IT takes 8.8gb of ram (got 64 so no problem so far with that)
  • loading seems to be 1 core only
Support - How to ... ? / Re: Tuto of WorldBrowser error 401
« Last post by Alexis Vaisse on May 07, 2022, 03:30:56 PM »

Instant Terra 2.5.1 is now available with a fix for this issue.
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