Hi Sublist: You can perfectly extract maps from Hi poly to any of the subdivision levels of your mesh, diferent to the low poly,(level 0), of your mesh. Only you have to indicate that in the Target section in the extraction operation menu. I have made that several times, and normally the extracted maps looks better in the low poly mesh, extracting to the level1 or level2 subdivision level.;-) This is an example of the parameters I normally use: I hope it would be helpfull Greetings: Sergio Mengual 3D Artist-3D Generalist-3D Character Artist.
New Terrain and Landscape Generator is coming soon to the Unity Asset store: WORLD CREATOR Check here: Hello everybody, just wanted to let you know that a new terrain and landscape generator is coming to Unity within the next few days. It has already been submitted and we are waiting for approvement. Click to expand.There will be a Standard and a Professional version of World Creator for Unity available - both run on Personal and Professional versions of Unity without restrictions.
An Ultimate version is also planned but so far only for the Stand-Alone release, not Unity yet. The Standard version will have less features but by far enough for creating such terrains and landscapes as you see in the images above. The Professional version will have terrain masks, texture masks and planting masks, together with GPU generation support and some other very powerful features like terrain tiling and sedimentation. The Standard version is planned to be below 100 EUR and the Professional above 100 EUR.
Mathway
Both version will ship with 100 textures and some really nice trees and grass blades. According to your website it will be $149 for the Indie version and $499 for the Enterprise version. So has that changed? I don't see anything about masks not being included with the Indie version. That is quite a jump for hundreds of dollars and some masks. Is that the standalone version only? If so, why would one buy the Unity version if it has a lot fewer features?
Masks are really important and for $45 we can get those in Gaia, Terrain Composer and a now Landscape Creator. We can get easy landscaping and plating with Gaia and soon tile slicing, which is already in Terrain composer. The only benefit I see with WC is the erosion and spline building of landscape features, both of which are available with World Machine for less money than your professional version. I like your erosion better (I tried the demo for WC 1) but not sure it is worth the cost if I have to use other assets for masks and tiling, etc. I could even add Geoglyph to the cost of WM and still be under the cost of WC. So that lovely picture you show of the Unity editor with WM is the really expensive version, not the $149 or whatever version? I would like to see a picture of the editor for the less expensive version that us indies can actually afford.
Rather disappointed as I have been looking forward to this for a while now. So, the stand alone version, is the Indie version more fully featured than the Unity Standard version? All these different versions are confusing.
I wonder if you could give us a charge showing the differences between the features on the Unity versions, both Standard and Pro and the Stand alone features, Indie and Enterprise. From what I can tell, what we get from the Unity version is the ability to landscape and texture our terrains based on heights. We won't get this in the Stand alone version but still get the erosion and terrain height building.and the masks. We won't get masks unless we buy the Pro version, which will more than likely cost somewhere above $100 and probably much more if similar to the Standalone pricing. Based on what I THINK will be in this, I recommend that people buy Gaia or TC for plants, trees, and textures, and get the Stand alone of World Creator or World Machine for erosion and height map creation.
You may not think masks are important but when you try to create roads, or mask off a texture area, or raise and lower a part of the terrain, etc., you will really want the masks. Please let me know if I am wrong about this.
I will probably still seriously consider the Stand Alone version when it is out.if I don't break down and upgrade WM first. Hmm, wondering about something.is the Unity Pro version closer in features to the Stand alone Indie version? Also, please don't think I am complaining about the cost, because I think $100 Euros is fair and I would happily pay $149 for the Indie Stand alone. My concern is what the $100 actually gives users that the $45 does not. Maybe just simple erosion, without sedimentation? Granted, I am a geologist, so sediments are lovely to me. But deposition can have a huge impact on the realism of erosion.
Seems to me the results will be less than World Machine without deposition features. Don't know.just very confused by all these versions and lack of details. Oh, and by included trees, I suspect you do not mean Speedtrees. You missunderstand a lot The Unity versions and the Stand-Alone versions are the same except that the Stand-Alone version will be capable of handling larger resolutions as this is restricted by the Unity terrain!
Also, what you are talking about regarding Indie and Enterprise refers to World Creator 1 - this is World Creator 2. The Standard version of World Creator 2 will have no masking for terrains which means, you will not be able to create multiple terrain types on a single terrain map! Masking for texturing is available of course. Roads will be handled different - we will use filters for that and not masks as they are resolution dependent and filter are not. If you are using Unity you will not need the Stand-Alone version. This is only for people who are not using Unity nor any other game engine.
The Unity version of World Creator is the ultimate terrain and landscape generator - not comparable to others. Pretty sure a video will clear up many things to you - working on it. Click to expand.It was a hard work and we could have come out a lot earlier (September 2015) but we wanted to create a fully functional product which JUST WORKS as expected and that does its job perfect. World Creator was already well known for its awesome proceduraly terrain generation capabilities but also for its oldschool GUI. The new version gets rid of all problems, introduces new powerful features and using it makes simply just fun because it is incredible fast (you saw that in the video - I will create another one which will show GPU generation then you will see what I mean). The Standard version will be $89 and the Professional version will be $189 - both will include 100 textures from GameTextures.com, 50 Unity trees, 2 World Creator Terrain filter packs including many terrain filters, 15 grass blades, some noise maps and other stuff. The Professional version will fully support GPU generation and the creation of multiple terrain types on a single map.
We will release more and more filter packs that will contain more sophisticated terrain filters - it will also be possible to develop your own filters using the World Creator SDK and sell them on the store. We also have a powerful tiling system running which is just awesome and you will not have to regenerate everytime the entire terrain which will speed up things a lot! It is currently in prototype state but we expect it to be ready within the next weeks. Erosions will follow next (by water and sand) and we are also porting our sedimentation system - last one will be only fully supported in the Professional version of World Creator. There is just so much more that I could write a book. I am sad.I had the video ready to watch after my hike and came home to find a nasty attack on me in another forum. I have wanted World Creator 2 ever since I saw it.
Now I am concerned about the professionalism of this company. So.do I spend a lot of money on a product created by a guy who obviously felt the need to go to the forum of another asset store product and attack me, a person who was basically just trying to say that there are many terrain tools and the more in our toolbox the better. My opinions, based on the scanty info about WC 2 at the time were attacked.and it seemed as though Nanthrox thought I was attacking his product. Sadly, that was not true. I was and still am impressed with the product but not with the people involved with promoting it. Stop and think about the people behind the keyboard.
Next time, contact me privately and please do not insult me because of an opinion I gave on another assets' forum about your product. Be professional.
Click to expand.Possibly that is true. If his product was actually being attacked. However, if you read my post, I was actually saying that the two products do have some overlap but also do different things. I said GOOD things about World Creator. The attack was unwarranted because I did not attack World Creator. I simply compared the two based on the information available at the time of the post, which was before this thread was opened and when information about WC 2 was scarce. I was responding to someone worried it was a competitor.
I need something that gives me great erosion. Gaia is very different from WC.doesn't do the same things. My conclusion was that WC would be a great compliment to Gaia, not that one was better than the other. I already use World Machine and in my opinion the two are more similar than Gaia and WC. Possibly, it was a language thing or Nanthrox just read through my post believing I was attacking so not really getting the gist of the post. I don't know.
All I know is that I was attacked by the guy who is making a product I looked forward to buying for weeks. To his credit, he did apologize this morning in private. So I accept that apology in public. Good luck with your product.
There will be a Standard and a Professional version of World Creator for Unity available - both run on Personal and Professional versions of Unity without restrictions. An Ultimate version is also planned but so far only for the Stand-Alone release, not Unity yet. The Standard version will have less features but by far enough for creating such terrains and landscapes as you see in the images above.
World Machine 2 3 Keygen For Mac Free
The Professional version will have terrain masks, texture masks and planting masks, together with GPU generation support and some other very powerful features like terrain tiling and sedimentation. The Standard version is planned to be below 100 EUR and the Professional above 100 EUR.
Both version will ship with 100 textures and some really nice trees and grass blades. We have tested on an AMD RADEON R9 M290X (Mac end 2014) and on a NVIDIA GeForce GTX 760 (PC). If you switch to GPU and generate by using the Preview button you get the fastest possible generation even for very large resolutions. If you generate using the Generate (GPU / CPU) button the terrain is generated on the GPU but texturing and landscape is generated using CPU (as not possible on GPU). However, the data has to be copied back to the CPU and fed into the Unity terrain object which means that the terrain has build internal things (lod levels for each chunk) that takes a little amount of time o course - we cannot do nothing on this as this is Unity terrain internal stuff. But anyways it is really fast even for very large resolutions - far faster than World Creator 1 which took minutes for 8k maps. We have tested on an AMD RADEON R9 M290X (Mac end 2014) and on a NVIDIA GeForce GTX 760 (PC).
If you switch to GPU and generate by using the Preview button you get the fastest possible generation even for very large resolutions. If you generate using the Generate (GPU / CPU) button the terrain is generated on the GPU but texturing and landscape is generated using CPU (as not possible on GPU). However, the data has to be copied back to the CPU and fed into the Unity terrain object which means that the terrain has build internal things (lod levels for each chunk) that takes a little amount of time o course - we cannot do nothing on this as this is Unity terrain internal stuff. But anyways it is really fast even for very large resolutions - far faster than World Creator 1 which took minutes for 8k maps.
Can I convert my trial license to a permanent license? After the evaluation period has expired, you will be prompted to enter a license key. If you have purchased the product you will have received a new license key. Enter the purchased license key when prompted to unlock the full 'unlimited' version of the software. To take advantage of complimentary email support for up to 18 months, your license key must be registered. If you purchased the product from the VMware Online store, your license key is automatically registered.
If you purchased from a reseller, you need to manually register your license key in My VMware. Please consult this for detailed instructions on license key registration. How do I license my copy of VMware Fusion? To license VMware Fusion, simply enter a purchased license key during product installation in the license key field. Alternatively, you can enter your serial / license key from the 'VMware Fusion' drop down menu in the product. Choose 'License' in the drop down menu, enter the serial / license key and choose 'OK.'
Complimentary email support is activated as soon as your VMware Fusion license key is registered. If you purchased the product from the VMware Online store, your license key is automatically registered. If you purchased VMware Fusion from a reseller, you need to manually register your license key in My VMware. Please consult this for detailed instructions on license key registration.
$ docker-machine create -d virtualbox default Running pre-create checks. Creating machine.
(default) Creating VirtualBox VM. (default) Creating SSH key. (default) Starting VM. Waiting for machine to be running, this may take a few minutes.
Machine is running, waiting for SSH to be available. Detecting operating system of created instance. Detecting the provisioner.
Provisioning with boot2docker. Copying certs to the local machine directory. Copying certs to the remote machine. Setting Docker configuration on the remote daemon.
Checking connection to Docker. Docker is up and running! To see how to connect Docker to this machine, run: docker-machine env default $ docker-machine ls NAME ACTIVE DRIVER STATE URL SWARM DOCKER ERRORS default - virtualbox Running tcp://192.168.99.188:2376 v1.9.1 $ eval ' $(docker-machine env default ) ' $ docker run busybox echo hello world Unable to find image 'busybox:latest' locally 511136ea3c5a: Pull complete df7546f9f060: Pull complete ea13149945cb: Pull complete 4986bf8c1536: Pull complete hello world In addition to local VMs, you can create and manage cloud servers.
$ docker-machine create -d digitalocean -digitalocean-access-token=secret staging Creating SSH key. Creating Digital Ocean droplet. To see how to connect Docker to this machine, run: docker-machine env staging $ docker-machine ls NAME ACTIVE DRIVER STATE URL SWARM DOCKER ERRORS default - virtualbox Running tcp://192.168.99.188:2376 v1.9.1 staging - digitalocean Running tcp://203.0.1 v1.9.1 Installation and documentation Full documentation.
Contributing Want to hack on Machine? Please start with the. Driver Plugins In addition to the core driver plugins bundled alongside Docker Machine, users can make and distribute their own plugin for any virtualization technology or cloud provider.
To browse the list of known Docker Machine plugins, please. Troubleshooting Docker Machine tries to do the right thing in a variety of scenarios but sometimes things do not go according to plan. Here is a quick troubleshooting guide which may help you to resolve of the issues you may be seeing. Note that some of the suggested solutions are only available on the Docker Machine master branch.
If you need them, consider compiling Docker Machine from source. Docker-machine hangs A common issue with Docker Machine is that it will hang when attempting to start up the virtual machine. Since starting the machine is part of the create process, create is often where these types of errors show up. A hang could be due to a variety of factors, but the most common suspect is networking. Consider the following:.
Are you using a VPN? If so, try disconnecting and see if creation will succeed without the VPN.
Some VPN software aggressively controls routes and you may need to. Are you connected to a proxy server, corporate or otherwise? If so, take a look at the -no-proxy flag for env and. Are there a lot of host-only interfaces listed by the command VBoxManage list hostonlyifs?
If so, this has sometimes been known to cause bugs. Consider removing the ones you are not using ( VBoxManage hostonlyif remove name) and trying machine creation again. We are keenly aware of this as an issue and working towards a set of solutions which is robust for all users, so please give us feedback and/or report issues, workarounds, and desired workflows as you discover them. Machine creation errors out before finishing If you see messages such as 'exit status 1' creating machines with VirtualBox, this frequently indicates that there is an issue with VirtualBox itself. Please and include a link to a with the output of the VirtualBox log (usually located at $HOME/.docker/machine/machines/machinename/machinename/Logs/VBox.log), as well as the output of running the Docker Machine command which is failing with the global -debug flag enabled. This will help us to track down which versions of VirtualBox are failing where, and under which conditions. If you see messages such as 'exit status 255', this frequently indicates there has been an issue with SSH.
Please investigate your SSH configuration if you have one, and/or. 'You may be getting rate limited by Github' error message In order to create or upgrade virtual machines running Docker, Docker Machine will check the Github API for the latest release of the. The Github API allows for a small number of unauthenticated requests from a given client, but if you share an IP address with many other users (e.g.
In an office), you may get rate limited by their API, and Docker Machine will error out with messages indicating this. In order to work around this issue, you can and pass it to Docker Machine using the global -github-api-token flag like so.
Background Information A simple serial port program has three main functions. First it should init the serial port, and then it should read data from the serial port and transmit data read from the serial port.
The latter requirement means that two processes are necessary running simultaneously. In a Unix environment a serial port is accessed via a file descriptor. This means a terminal program uses the file access API to read and write data to a serial port. The serial port handle is available in /dev and has the prefix cu, which stands for calling-unit.
To access the serial port, this handle is just opened as an ordinary file. The opened serial port file descriptor also conforms to the TTY API for setting serial port specific settings like baudrate. This tutorial describes how to implement the simple serial port program in OS X in Swift. Accessing a serial port in OS X requires the use of three API’s: IOKit, common BSD file handling APIs and BSD TTY APIs.
The first two are reasonably easy to use from Swift, but the third does not import quite well. The BSD TTY APIs uses complex macros and varargs which are not supported by Swift directly. The obvious choice is to use an Objective-C or C wrapper as we also will do in this tutorial. We could write our own wrapper, but luckily, an excellent serial port library exists. This library is which provides a great API for using serial ports in OS X.
The last nice feature of the ORSSerialPort library is that it also handles the threading related to using the serial port. Pod update During downloading the dependencies CocoaPods creates an Xcode workspace project. Close your earlier created project, and reopen the workspace file. Xcode should now open with a new folder “Pods” containing the ORSSerialPort. Try to run the project, it should print “Hello World!”. Note, the ORSSerialPort library uses the newest API functionality of Apple, like NS ASSUME NONNULL and nullable.
In case you use XCode prior to 6.3.2 you need to disable the NS ASSUME NONNULL BEGIN and NS ASSUME NONNULL END macros and remove the ‘nullable’ property in de ORSSerialPort source code.