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Support - How to ... ? / Re: Exporting colormaps to Unity
« Last post by Alexis Vaisse on January 14, 2021, 11:34:54 AM »
1. When a terrain has a splatmap, use an "Extract color map" node to get this splatmap, then an "Export color map" node to export it.

2. Absolutely. Our users use different game engines, such as Unreal, Unity and also inhouse game engines.
Instant Terra will continue to be game engine agnostic.
The Epic grant is of course a big boost for the development of the Instant Terra Unreal plugin. We hope we'll have the possibility to offer the same to our Unity users.
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Support - How to ... ? / Exporting colormaps to Unity
« Last post by adsox on January 14, 2021, 09:59:11 AM »
Hi,

I'm currently playing with the trial version of Instant Terra, and I'm loving it so far!

I do have a couple of questions however-

1. Is there a technique for exporting splatmaps that I've missed? I can sort of make one using an advanced colorize node, but I wanted to check there's nothing else I've missed?
2. You got an Epic grant recently (congrats)! - if I buy the full version as a Unity user can I expect the software to remain at the very least platform agnostic, or (ideally) to add more support for Unity?

Thanks!
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Show room / Re: Custom Nodes: Vector Blur
« Last post by Flint Stryker on January 12, 2021, 11:56:34 PM »
Thank you Alexis! My pseudonym is fine (Flint Stryker).
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Crash and bug reports / Re: 3 bugs with Multi Blend node
« Last post by Alexis Vaisse on January 12, 2021, 10:47:58 AM »
Thank you very much for your feedback.
We're going to add these bugs in our backlog.
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Show room / Re: Custom Nodes: Vector Blur
« Last post by Alexis Vaisse on January 12, 2021, 10:44:20 AM »
Congratulations for these excellent components! That's awesome!

We're going to add them in our public library page.
Just let us know the name you want us to use for credits.
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Crash and bug reports / 3 bugs with Multi Blend node
« Last post by Flint Stryker on January 09, 2021, 11:25:02 PM »
There are 3 bugs (2 UI and 1 functional) I ran into with mutli blend. First one is rather minor, but the other two are a pain.
  • When adding more layers than will fit on screen, there is initially no scrollbar in order to scroll down and click the add button again to add more. Reselecting the multi blend node instantiates a scrollbar.
  • When selecting a multi blend node that contains more than 7 layers, the node properties panel starts to flicker for 3 - 4 seconds, and Instant Terra remains frozen until the flickering ends.
  • When a multi blend node that contains more than 7 layers is undocked, changes made in the undocked node properties are not saved. To reproduce: Add more than 7 layers to the multi blend node, then undock the panel and make a few changes to the nodes (change names, blend modes, etc). Close the panel, and the docked panel returns (after the flickering bug) and the changes made in the undocked panel are lost.
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Show room / Custom Nodes: Vector Blur
« Last post by Flint Stryker on January 09, 2021, 10:52:18 PM »
I'm proud to show off a custom node I've been working on. As part of a bigger project I'm working on, I needed a way to stretch and smear terrain along a set of vectors. I initially tried creating a component that combines a series of 64 vector warps at different intensities, but that was unstable and too slow with large terrains. So with a bit of help from Alexis (admin here), I created a few GPU nodes instead, which I'm proud to share with everyone here. Because the use of vectors to blur terrain is a bit difficult to get your head around at first, I also included a special "tool" component that contains some preset vectors that demonstrate how powerful this technique can be.

You can also check out https://youtu.be/TUL-PNJeZYc to see it in action.

The library is attached below.
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That's very elegant. I didn't realize it was such a simple algorithm. I'll have to try that, since the multi blend technique does not prevent crashing with 4K terrains. I'll submit a bug report when I can get around to it. I also discovered that adding more than 7 layers to a multi blend causes a very annoying bug, so I'll write that up as well.
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A custom GPU node is probably the best solution.
There's no loop in GPU scripts, but as a vector warp is basically just one line of code (Input[DisplacementX, DisplacementY]), you will end up with a script of 64 lines, which is totally manageable.

You can for instance create 3 custom GPU nodes, one for each mode (average, min, max) and a simple component node with a Select node to choose between the 3 modes.
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Thanks! I'll see if switching to multi blends helps solve the crashing problem. I should probably look into Python or GPU scripting solutions for some of this, though I'm not sure how I would run a vector warp node in script or if that's possible.
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