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General => Terragen Discussion => Topic started by: Tangled-Universe on May 02, 2010, 06:09:56 AM

Title: World-Machine v2.2 released
Post by: Tangled-Universe on May 02, 2010, 06:09:56 AM
Hi folks,

World-Machine v2.2 is now available for Pro license owners. Standard edition owners will follow soon:
http://world-machine.com/blog/?p=173 (http://world-machine.com/blog/?p=173)

It's a lot faster I've mentioned already!

Cheers,
Martin
Title: Re: World-Machine v2.2 released
Post by: cyphyr on May 02, 2010, 06:51:00 AM
Great news, I really should get more into WM since I own the pro version, maybe these new toys will give me the impetus I need :)
Richard
Title: Re: World-Machine v2.2 released
Post by: sjefen on May 02, 2010, 10:03:36 AM
This is great news :)

- Terje
Title: Re: World-Machine v2.2 released
Post by: sjefen on May 03, 2010, 10:51:42 AM
I noticed that when I build a terrain World Machine doesn't always use all my cores. Actually... it rarely does. When it is building the erosion it uses only one core and sometimes two. Why doesn't it use all my 4 cores? Is this how it is supposed to be?

- Terje
Title: Re: World-Machine v2.2 released
Post by: Tangled-Universe on May 03, 2010, 11:08:47 AM
Quote from: sjefen on May 03, 2010, 10:51:42 AM
I noticed that when I build a terrain World Machine doesn't always use all my cores. Actually... it rarely does. When it is building the erosion it uses only one core and sometimes two. Why doesn't it use all my 4 cores? Is this how it is supposed to be?

- Terje

Hmmm...here it works better I assume. During the beginning it always uses 1 core, but then also the progress indicator isn't counting. As soon as it starts to make progress it uses 4 cores here. However it does not always use all 4 cores for other tasks. When building big terrains it often uses 2 cores, but certainly 4 for the most demanding nodes.
I'm afraid I have no idea what to do about it. Perhaps you should report it on the forums of world-machine?
Title: Re: World-Machine v2.2 released
Post by: Tangled-Universe on May 03, 2010, 11:10:12 AM
Here's very quick WM2.2 + TG2 doodle...made this in half an hour total :)
Title: Re: World-Machine v2.2 released
Post by: sjefen on May 03, 2010, 11:30:01 AM
Nice ;). You gotta love the erosion of World Machine.
Are you using "Displacement intersection" in that image?

- Terje
Title: Re: World-Machine v2.2 released
Post by: Tangled-Universe on May 03, 2010, 11:33:26 AM
Yes I did :)
Title: Re: World-Machine v2.2 released
Post by: sjefen on May 03, 2010, 11:40:31 AM
I can tell ;)

Do you see those darker spots in the shadow area? They come along when you use "Displacement intersection".
I wonder if this is a GI problem or something ???

- Terje
Title: Re: World-Machine v2.2 released
Post by: Tangled-Universe on May 03, 2010, 11:44:31 AM
I think I can't see what you mean? Could you point me to those spots?
Title: Re: World-Machine v2.2 released
Post by: sjefen on May 03, 2010, 11:55:46 AM
They're not very strong, but I believe in you ;)
Title: Re: World-Machine v2.2 released
Post by: Zairyn Arsyn on May 03, 2010, 12:01:42 PM
i need to get back to using world machine again, its came along way since the last time i have used it,
just had'nt had time to fool around with it again.  :)
Title: Re: World-Machine v2.2 released
Post by: Tangled-Universe on May 03, 2010, 12:21:58 PM
Hmmm...yes I see now...I saw the top left and right ones myself, but wasn't sure if you meant that, but yes you did.
I'm not sure if this is due to displacement intersection. Shall see if I have this TGD saved and disable displacement intersection.
But like you said yourself: they're not very strong.
Title: Re: World-Machine v2.2 released
Post by: sjefen on May 03, 2010, 12:26:35 PM
Yeah.... they're not too easy to see.

I am pretty sure it has to do with the displacement intersection. I have done some testing before and it always happens.
Would be cool to know if the same happens to you as well tho.

- Terje
Title: Re: World-Machine v2.2 released
Post by: FrankB on May 03, 2010, 12:51:50 PM
Are you using slope constraints for the snow layer that uses intersection, Martin?
If yes, this is the answer, and secondly if you get much closer to any of these spots, you'll be able to see the issue more clearly.
Slope constraints and intersect = not a good idea.

Cheers,
Frank
Title: Re: World-Machine v2.2 released
Post by: Tangled-Universe on May 03, 2010, 01:44:03 PM
Yes I do use those, so probably that's the cause.
Title: Re: World-Machine v2.2 released
Post by: leafspring on May 04, 2010, 05:44:55 AM
I'm thinking about getting world machine. What I'm not sure about: Is the pro edition worth the 100$ it costs more than the standard edition?
Title: Re: World-Machine v2.2 released
Post by: Tangled-Universe on May 04, 2010, 06:06:33 AM
Quote from: Rimmon on May 04, 2010, 05:44:55 AM
I'm thinking about getting world machine. What I'm not sure about: Is the pro edition worth the 100$ it costs more than the standard edition?

Or make the 2nd best animation in the contest :)
Pro offers multi-threading, 64-bit and tiling of terrains over the Standard Edition.
So if you find these important then I'd choose for Pro.
Title: Re: World-Machine v2.2 released
Post by: leafspring on May 04, 2010, 06:35:49 AM
Quote from: Tangled-Universe on May 04, 2010, 06:06:33 AM
Or make the 2nd best animation in the contest :)
Sounds like a plan.  ;D

Quote from: Tangled-Universe on May 04, 2010, 06:06:33 AM
Pro offers multi-threading, 64-bit and tiling of terrains over the Standard Edition.
So if you find these important then I'd choose for Pro.
Well, that's what I am pondering on. Does working with WM actually benefit from these features?
Anyway, since WM is upgradeable I might as well get the standard edition first and see if I miss these features anywhere.
Title: Re: World-Machine v2.2 released
Post by: Tangled-Universe on May 04, 2010, 07:41:14 AM
That sounds like good reasoning.
In my experience so far the multi-threading pays off, especially when using erosion-filters and macros.
64-bit is really useful when working with either very complex networks, when building highly detailed terrains or both together.
A "regular" 4096 size terrain quickly uses >2GB of memory for example.
Title: Re: World-Machine v2.2 released
Post by: leafspring on May 04, 2010, 08:28:22 AM
Thanks a lot for the info. :)
Title: Re: World-Machine v2.2 released
Post by: Rhalph on May 04, 2010, 11:32:53 AM
Quote from: Rimmon on May 04, 2010, 05:44:55 AM
I'm thinking about getting world machine. What I'm not sure about: Is the pro edition worth the 100$ it costs more than the standard edition?
Oooooh yes.
Title: Re: World-Machine v2.2 released
Post by: Seth on May 04, 2010, 01:13:20 PM
i really need to get this software...
Title: Re: World-Machine v2.2 released
Post by: domdib on May 04, 2010, 05:06:32 PM
Pity you can't enter the competition, Seth. But there's always an alias... ;)
Title: Re: World-Machine v2.2 released
Post by: Seth on May 04, 2010, 05:14:54 PM
lol ! ;D
Title: Re: World-Machine v2.2 released
Post by: domdib on May 19, 2010, 05:41:22 AM
Quote from: FrankB on May 03, 2010, 12:51:50 PM
Are you using slope constraints for the snow layer that uses intersection, Martin?
If yes, this is the answer, and secondly if you get much closer to any of these spots, you'll be able to see the issue more clearly.
Slope constraints and intersect = not a good idea.

Cheers,
Frank

Frank, I'm surprised you're so definitive in this statement - isn't it (as in a lot of instances in TG2) rather dependent on the scene, and also on the nature of the snow distribution? For example, the image below couldn't have been made without slope restrictions and intersect both on; without intersect, it doesn't look half as good. (Incidentally, it uses Martin's Snow pack, although the intersect settings have been tweaked).
Title: Re: World-Machine v2.2 released
Post by: Tangled-Universe on May 19, 2010, 06:28:55 AM
Ghehe, yes Frank can be a bit too definitive some times, but essentially he's right when you examine the result in close up.
Often silver-ish artefacts surround the intersected pieces which look awkward in close-up.

However, like you have proven yourself and I have shown in some other images as well (not snow, but also rock-surfaces) you can make it work.
Title: Re: World-Machine v2.2 released
Post by: sjefen on May 19, 2010, 09:24:49 AM
Quote from: Tangled-Universe on May 04, 2010, 07:41:14 AM
In my experience so far the multi-threading pays off, especially when using erosion-filters and macros.

Can I ask how to install these macros ???. I have tried and failed so many times I'm starting to think I have another software or something.
I found this (http://world-machine.com/tip5/) and here it says: "To install a macro you've downloaded from someone else, simply copy or move the macro file into the /library folder underneath the directory you installed WM to."

In my World Machine directory there are no folder with such a name. So where do I put them?

Regards,
Terje
Title: Re: World-Machine v2.2 released
Post by: Seth on May 19, 2010, 10:19:37 AM
check your document folder, there should be a WM2 directory created
Title: Re: World-Machine v2.2 released
Post by: jaf on May 19, 2010, 10:29:01 AM
WM 2.2 has a new install where it gives suggested paths for folders like Macros.  You can customize these paths during the install.  I happened to use c:\GRAPHICS\WorldMachine which was already present and it created "World Machine Documents" with Macros, Presets, and Examples as subfolders.

Not sure what the default path was, but if you find "World Machine Documents", you should see "Macros" off of it and that's where the macros go (at least on win platforms.)

[edit] sorry Seth, guess I was posting at the same time you were.
Title: Re: World-Machine v2.2 released
Post by: sjefen on May 19, 2010, 11:54:43 AM
Well.... I found the place where to put them, but it still doesn't work.
Title: Re: World-Machine v2.2 released
Post by: Seth on May 19, 2010, 12:06:25 PM
no problem, considering I don't even own WM2, I wasn't very precise in my post :D
Title: Re: World-Machine v2.2 released
Post by: Tangled-Universe on May 19, 2010, 12:45:11 PM
Hi Terje,

If you go to "world-commands" -> "preferences" -> "paths" you'll see where WM2 assumes the macros are being stored.
Does this path match the one you tried to use?

Martin
Title: Re: World-Machine v2.2 released
Post by: sjefen on May 19, 2010, 03:35:37 PM
Thank you so much Martin.
Now it works perfectly ;D

Regards,
Terje
Title: Re: World-Machine v2.2 released
Post by: Tangled-Universe on May 19, 2010, 03:53:15 PM
Ah great :) Can't wait to see what you're going to make with it for the animation contest (I presume?;D) :)
Title: Re: World-Machine v2.2 released
Post by: sjefen on May 19, 2010, 04:42:26 PM
Hehe. I've had WM2 for a while, but I never learned how to use it.
I thought it was worth giving it another try tho and the more I play with it, the more I'm falling in love with it.

Looking forward to you're contest entry as well Martin and please do start a WIP thread for us to follow ;)

Regards,
Terje
Title: Re: World-Machine v2.2 released
Post by: Seth on May 19, 2010, 06:21:00 PM
Martin can't enter the contest as he'll be judge ;D
Title: Re: World-Machine v2.2 released
Post by: sjefen on May 19, 2010, 06:33:36 PM
Ah.... bummer :(
Title: Re: World-Machine v2.2 released
Post by: Tangled-Universe on May 20, 2010, 01:26:57 AM
Quote from: Seth on May 19, 2010, 06:21:00 PM
Martin can't enter the contest as he'll be judge ;D

Sarcastic guy ;D
Title: Re: World-Machine v2.2 released
Post by: Seth on May 20, 2010, 01:54:33 AM
What else ? ^^