CPU slow-down with Heightfield Generate

Started by WAS, September 24, 2018, 08:44:51 PM

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WAS

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%.

Matt

HF generate is only single-threaded at the moment. But 15% after 15 minutes is painfully slow. Is it a complex network?
Just because milk is white doesn't mean that clouds are made of milk.

WAS

#2
Quote from: Matt on September 24, 2018, 08:47:23 PM
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.

WAS

Erosion was nice and speedy on the finally finished heightmap.

Matt

After all that waiting I hope you save the (uneroded) .ter for further work!
Just because milk is white doesn't mean that clouds are made of milk.

WAS

Quote from: Matt on September 24, 2018, 10:08:43 PM
After all that waiting I hope you save the (uneroded) .ter for further work!

I wish I could!

Matt

Why can't you? Right click on the heightfield generate node and select "Save file as..." then save to .TER
Just because milk is white doesn't mean that clouds are made of milk.

WAS

#7
Quote from: Matt on September 25, 2018, 04:55:34 AM
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.

Oshyan

Heightfields can't store any lateral information, they are height only, single value for each pixel. Any "overhangs" will be flattened, essentially.

- Oshyan