Hi.
Finally had a chance to try out updated mapbox.
Offset is very handy for placing the tiles in x and z.
Two questions:
-Is there a known offset for the latLong for the surrounding tiles?
-Is it possible to have offset in Y? Or do I need to do w vex?
I'm guessing the distance would involve some elegant math based on something like this:
https://www.thoughtco.com/degree-of-latitude-and-longitude-distance-4070616 [www.thoughtco.com]
I just want to do procedurally so no matter the latLong, the surrounding tiles will line up correctly.
Thx again for the fun tools.
A
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Houdini for Realtime » Mapbox RnD
- imag4media
- 8 posts
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Houdini for Realtime » Mapbox RnD
- imag4media
- 8 posts
- Offline
Houdini for Realtime » Mapbox RnD
- imag4media
- 8 posts
- Offline
Hi Luiz-
Update is on new build/update of gameDev tools?
Very much appreciate you checking it out.
Andy D.
Update is on new build/update of gameDev tools?
Very much appreciate you checking it out.
Andy D.
Houdini for Realtime » LOD Creation Toolkit
- imag4media
- 8 posts
- Offline
I’m a bit new to LOD tools, coming from comp tools like Flame.
This is seems related, apologies if new post would be better…
I’ve been intrigued by impostors and was curious if the relation to camera and looking up the correct tile on the impostor render are embedded in the FBX?
Flame is centered around realtime interactivity, so it’s toolset isn’t likely to handle LOD on the fly, but was seeing if possible to force an impostor into an FBX without the higher rez geo and hopefully without needing to manually write all the lookat expressions to parse out which part of the textures it’s calling.
Thanks in advance.
Andy D.
This is seems related, apologies if new post would be better…
I’ve been intrigued by impostors and was curious if the relation to camera and looking up the correct tile on the impostor render are embedded in the FBX?
Flame is centered around realtime interactivity, so it’s toolset isn’t likely to handle LOD on the fly, but was seeing if possible to force an impostor into an FBX without the higher rez geo and hopefully without needing to manually write all the lookat expressions to parse out which part of the textures it’s calling.
Thanks in advance.
Andy D.
Houdini for Realtime » Mapbox RnD
- imag4media
- 8 posts
- Offline
Update:
Noticed that downloading the textures and/or creating the fbx can sometimes hang up my creaky old mac trashcan. Since I’ve set it up to name procedurally, forcing the app to quit and restarting where it got hung up works fine. Still odd and worth pointing out.
Also, noticed that sometimes i’ll get black tiles from mapbox.
Put in LatLong for Mt. Sunday in NewZealand and hero is fine but the tiles northWest of the hero seem missing.
Thx for listening.
Andy D.
Noticed that downloading the textures and/or creating the fbx can sometimes hang up my creaky old mac trashcan. Since I’ve set it up to name procedurally, forcing the app to quit and restarting where it got hung up works fine. Still odd and worth pointing out.
Also, noticed that sometimes i’ll get black tiles from mapbox.
Put in LatLong for Mt. Sunday in NewZealand and hero is fine but the tiles northWest of the hero seem missing.
Thx for listening.
Andy D.
Houdini for Realtime » Mapbox RnD
- imag4media
- 8 posts
- Offline
Houdini for Realtime » Mapbox RnD
- imag4media
- 8 posts
- Offline
Hi-
I’m a VFX Sup coming from a Non-gaming perspective and I’ve got to say there are a lot of really inspirational tools here.
One of these is MapBox.
I can see this helpful for roughly sketching shooting locations, etc.
I built a template based on MapBox and was curious if I could get some feedback on how to approach some things. I’m coming from a Flame background, so apologies if some of these questions are basic and mundane.
So I’ve created a heroFrame and promoted it so that you can enter latLong, zoom and tile offset in it and then inside the sop it’ll generate the rings around the Hero.
Questions:
1- Currently, I need to go in and download each texture map individually and manually. Is there a way for automating this?
2- Similarly, for exporting the FBX for each, is there a way to automate? Unlike loading the textures, I can select them all and hit render and then go away for awhile, but looking for an elegant solve so that avoids manually selecting. This one is less problematic than loading the textures.
3- Currently I am offsetting the tiles manually, tho they are linked thru the rings w expressions. Is there a known offset based on zoom? I’m guessing it’d change relative to it’s position on the globe, but would be mighty handy if someone had insight on how to calculate.
4- I’m looking for a way to auto-align the height of the tiles. I’m guessing that it’ll be a vex solution measuring the height of the points in the corners of the tiles? Any insight would be much appreciated.
5- Lastly, I’ve tried using the GameDev_gameRes sop to make lighter versions of FBX after the hiRes is generated. Although it creates the AO and normals fine, the baseColor always comes out black so I use the orig texture I downloaded from mapBox. Any idea what I’m missing?
Here’s a link to my WIP setups:
https://www.dropbox.com/sh/ourt5148xfug9j4/AAAc5J-kuMfVpatJxuaq4sEfa?dl=0 [www.dropbox.com]
I’ve created them so it’ll auto create directories for the geo and textures based on the name of the file, so choosing a new location would mean changing latLong, changing name of setup to match, and then downloading textures and generating the FBXs.
Any suggests on how to approach better would be much appreciated.
Thx for the time and the cool tools you guys are developing.
Cheers-
Andy D.
www.imag4media.com
I’m a VFX Sup coming from a Non-gaming perspective and I’ve got to say there are a lot of really inspirational tools here.
One of these is MapBox.
I can see this helpful for roughly sketching shooting locations, etc.
I built a template based on MapBox and was curious if I could get some feedback on how to approach some things. I’m coming from a Flame background, so apologies if some of these questions are basic and mundane.
So I’ve created a heroFrame and promoted it so that you can enter latLong, zoom and tile offset in it and then inside the sop it’ll generate the rings around the Hero.
Questions:
1- Currently, I need to go in and download each texture map individually and manually. Is there a way for automating this?
2- Similarly, for exporting the FBX for each, is there a way to automate? Unlike loading the textures, I can select them all and hit render and then go away for awhile, but looking for an elegant solve so that avoids manually selecting. This one is less problematic than loading the textures.
3- Currently I am offsetting the tiles manually, tho they are linked thru the rings w expressions. Is there a known offset based on zoom? I’m guessing it’d change relative to it’s position on the globe, but would be mighty handy if someone had insight on how to calculate.
4- I’m looking for a way to auto-align the height of the tiles. I’m guessing that it’ll be a vex solution measuring the height of the points in the corners of the tiles? Any insight would be much appreciated.
5- Lastly, I’ve tried using the GameDev_gameRes sop to make lighter versions of FBX after the hiRes is generated. Although it creates the AO and normals fine, the baseColor always comes out black so I use the orig texture I downloaded from mapBox. Any idea what I’m missing?
Here’s a link to my WIP setups:
https://www.dropbox.com/sh/ourt5148xfug9j4/AAAc5J-kuMfVpatJxuaq4sEfa?dl=0 [www.dropbox.com]
I’ve created them so it’ll auto create directories for the geo and textures based on the name of the file, so choosing a new location would mean changing latLong, changing name of setup to match, and then downloading textures and generating the FBXs.
Any suggests on how to approach better would be much appreciated.
Thx for the time and the cool tools you guys are developing.
Cheers-
Andy D.
www.imag4media.com
Houdini for Realtime » Game Tools - MapBox issue
- imag4media
- 8 posts
- Offline
I found the same thing, thought it was a mac issue at first, it wasn't.
Fixed by putting usable coordinates for latLong. Then it seemed to work as expected.
Hope it helps.
Andy D.
Fixed by putting usable coordinates for latLong. Then it seemed to work as expected.
Hope it helps.
Andy D.
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