L3DT development blog
Large 3D terrain generator

February 28

L3DT 14.02 beta 3 is available!

Hi Everyone,

The third (and one sincerely hopes, final) beta-release of the forthcoming L3DT 14.0X release is now available for download, in both Standard and Professional editions. This update fixes a bug in the fancy mosaic memory cache manager that was causing out of memory events for very large maps (see bug report.)

This version also adds a brute-force tessellator to the 3D renderer so that the terrain is drawn at full resolution in the area near to the tool brush when editing the heightfield. This addition should give users better control and feedback when editing the heightmap:

Brute force tessellation in Sapphire.
Brute force tessellation in Sapphire.

If you have the time, I would be most grateful if you could give the new beta release a try. Users of L3DT Standard can download the beta release from the downloads page. Users of L3DT Professional should follow the link in their sales / registration receipt, or if that can't be found, send me an e-mail at sales@bundysoft.com. Users of L3DT for Torque should contact sales@bundysoft.com to gain access to the beta release.

Best regards, Aaron.

2014/02/28 11:43 · aaron
2014/02/28 11:45 · aaron

January 16

L3DT 14.01 beta 2 is available!

Hi Everyone,

The second beta-release of the forthcoming L3DT 14.0X release is now available for download (in Professional trim only). This update adds much improved detail maps to T3D exports, giving rather pleasing results (see gallery here).

L3DT terrain in T3D
T3D screenshot of L3DT 114.01 terrain.

This build also includes a couple of new bug-fixes, such as improvements to the performance and stability of multi-threaded calculations.

Please do give it a try, and should you encounter any problems, extra-special please report the bug in the forum. Every bug that's reported for the beta release means one less bug in the final release. Speaking of which, my current guess is that the final release of L3DT 14.0X will be available in mid- to late-February, weather permitting.

Best regards, Aaron.

2014/01/16 12:39 · aaron
2014/01/16 12:43 · aaron

November 8

L3DT 13.11 beta 1 is available!

Hi Everyone,

After much delay, a beta release of the next version of L3DT is now available for download, as v13.11 beta 1. Version 13.11 is an incremental improvement of the previous release (v11.11), including the following changes:

  • Improved stability when running multi-core calculations on very large maps (see blog post).
  • Improved heightfield tools in Sapphire (see blog post).
  • Support for larger maps in Sapphire (see blog post).
  • The ability to seamlessly merge heightmaps (see plugin docs.), as well as smooth arbitrary seams and tile edges (see tutorial).
  • Previewing the heightmap using selected area generation (see user guide).
  • Triangle optimisation at tile edges in the mesh exporter (see blog post).
  • The ability to apply land types to the attributes map using mask maps (see user guide).
  • A number of bug fixes, some quite significant (see bug list).
  • Miscellaneous minor tweaks and improvements (see dev plan).

This version should safely install alongside other versions of L3DT, so there shouldn't be any risk in installing and testing the beta release.

If you do happen to find any problems with the beta release, or have questions or comments, please let me know in this forum thread.

Best regards, Aaron.

2013/11/07 12:07 · aaron
2013/11/08 12:25 · aaron

October 6

Mesh optimiser update

Hi All,

A valid complaint about the tiled mesh exporter in L3DT v11.11 was that it didn't optimise the tile edges, which meant that a huge number of triangles in a given tile were devoted to the edges. This was originally done so that neighbouring tiles would match up exactly, without having to do the tricky bit of producing two consistent, seamless optimisations of both sides of the edge between neighbouring tiles.

Anyway, long story short, I've modified the plugin so that it can optimise tile edges under certain conditions. Specifically, the latest version of the plugin will optimise tile edges if and only if the output tile size is a multiple of the ROAM tessellator patch size (64). This means that if you use the usual power-of-two tile sizes (512, 1024, 2048, etc.) your mesh tiles will be fully optimised, but if you use unusual tile sizes (e.g. 513), your mesh tile edges will not be optimised. Also, the optimisation doesn't apply if you're exporting a selected area; only the whole map.

Here's a screenshot of four tiles in Blender. Note that all tiles are optimised uniformly, and there's no high triangle-density areas at the edges.

Optimised triangles at the tile edges of a 2×2 seamlessly tiled mesh, in Blender.

For comparison, here is the output of the previous version of the mesh optimiser (from 2011). Note how the internal tile edges have very high triangle density.

Brute-force triangles at the tile edges of a 2×2 seamlessly tiled mesh, in Blender.

The updated plugin is included with L3DT Professional v13.10 developmental build 0, which is on the downloads page now.

For reference, the user guide for the mesh exporter is on-line here. If you'd like to comment on this update, please use this forum thread.

Best regards, Aaron.

2013/10/06 04:34 · aaron
2013/10/06 11:53 · aaron

<< Newer entries | Older entries >>

 
start.txt · Last modified: 2017/08/31 06:35 (external edit)
 
Except where otherwise noted, content on this wiki is licensed under the following license:CC Attribution-Share Alike 3.0 Unported
L3DT Development Blog RSS Donate Powered by PHP Valid XHTML 1.0 Valid CSS Driven by DokuWiki