Author Topic: CPU slow-down with Heightfield Generate  (Read 168 times)

Offline WASasquatch

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CPU slow-down with Heightfield Generate
« on: September 25, 2018, 12:44:51 AM »
I'm also experience super slow CPU utilization when generating a heightfield from shaders.

It's been chugging along for about 15 minutes now at 45%.
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Offline Matt

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Re: CPU slow-down with Heightfield Generate
« Reply #1 on: September 25, 2018, 12:47:23 AM »
HF generate is only single-threaded at the moment. But 15% after 15 minutes is painfully slow. Is it a complex network?
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Offline WASasquatch

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Re: CPU slow-down with Heightfield Generate
« Reply #2 on: September 25, 2018, 12:55:15 AM »
HF generate is only single-threaded at the moment. But 15% after 15 minutes is painfully slow. Is it a complex network?

Perhaps too much. I was curious at the diffference, and also wanted to try your erode formula on it. In retrospect, I should have disabled the lateral effect.

93% now.
« Last Edit: September 25, 2018, 12:57:16 AM by WASasquatch »
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Offline WASasquatch

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Re: CPU slow-down with Heightfield Generate
« Reply #3 on: September 25, 2018, 01:06:24 AM »
Erosion was nice and speedy on the finally finished heightmap.
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Offline Matt

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Re: CPU slow-down with Heightfield Generate
« Reply #4 on: September 25, 2018, 02:08:43 AM »
After all that waiting I hope you save the (uneroded) .ter for further work!
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Offline WASasquatch

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Re: CPU slow-down with Heightfield Generate
« Reply #5 on: September 25, 2018, 02:29:06 AM »
After all that waiting I hope you save the (uneroded) .ter for further work!

I wish I could!
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Offline Matt

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Re: CPU slow-down with Heightfield Generate
« Reply #6 on: September 25, 2018, 08:55:34 AM »
Why can't you? Right click on the heightfield generate node and select "Save file as..." then save to .TER
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Offline WASasquatch

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Re: CPU slow-down with Heightfield Generate
« Reply #7 on: September 25, 2018, 05:33:42 PM »
Why can't you? Right click on the heightfield generate node and select "Save file as..." then save to .TER

Wait... really? And here I have, for years (I mean literally almost a decade... Lol), thought heightfield exporting was part of a shader and paid licenses.

Kinda off-topic question, but does the generate feature read lateral displacement or is it omitted? It's a little hard to tell with the generated map, i guess resolution. I ask cause even when selecting where you want a generate to drop, it will drop before a compute terrain.
« Last Edit: September 25, 2018, 05:50:17 PM by WASasquatch »
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Offline Oshyan

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Re: CPU slow-down with Heightfield Generate
« Reply #8 on: September 26, 2018, 12:46:16 AM »
Heightfields can't store any lateral information, they are height only, single value for each pixel. Any "overhangs" will be flattened, essentially.

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