Archive | October 2011

INFINITO 1.0: final features list

Here below is the feature list for the initial release of INFINITO:

• DAZ Studio 3 and 4 plugin, 32 and 64 bit, OSX and Windows
• Infinite terrain generations (both geometry and texture map) thanks to coherent pseudo-random noise maps (2 input nodes, 2 deformer nodes, 1 combiner node, 2 independent color gradients)
• 10 different input noise types (Flat, Billow, CheckerBoard, Cylinders, MultiFractal, Perlin, Spheres, Voronoi, Gabor Convolution, Image). Each input noise type has up to 8 parameters to tweak.
• 8 different deformer types (Abs, Clamp, Curve, Exponent, Invert, Round Edge, ScaleBias, Terrace)
• Possibility to load custom height map images
• Possibility to load external terrain .obj files
• Possibility to pan and zoom the noise map
• Turbulence and erosion (thermal, improved thermal, hydraulics, smooth terrain) algorithms to enhance terrain detail and complexity
• Save and load back terrain presets
• User defined terrain sizes (square side, minimum and maximum height)
• Possibility to enable or disable automatic noise preview updates

• OpenGL interactive preview window with camera and light controls
• Terrain geometry can be interactively sculpted and deformed in real-time with the mouse, specifying also brush size and intensity
• Possibility to choose props from your Studio libraries and “paint” those directly on the terrain, along the terrain normal or the vertical axis (or an intermediate value through the related slider).
INFINITO automatically “plants” objects at the proper height, perfectly matching terrain profile
• Possibility to deploy a full ecosystem in a click, specifying the number of instances of a certain prop
• Possibility to apply random transformations (position, scale, rotation) to props being deployed on the terrain
• Possibility to apply angle randomization only on vertical axis, or snap angles
• Possibility to specify a minimum item distance
• Possibility to automatically relocate and reposition items after a terrain deformation
• Possibility to edit a single item modifying its properties (position, scale, angles). Position can be easily changed dragging the selected prop around with the mouse. Also in this case, INFINITO will automatically set the object at the proper height, following the terrain profile
• Possibility to delete an object, all the objects, or deleting one by one from the last to the first
• Possibility to load and apply a reference texture to the terrain in order to assist deploying objects
• Possibility to load and apply a texture mask to the terrain, allowing to deploy object only on white pixel areas
• Possibility to improve display performances enabling bounding boxes for all props except the current one
• Possibility to improve display performances enabling bounding boxes and degraded terrain geometry during camera operations
• Possibility to stack objects on top of each other

• Possibility to choose the size of generated texture map [512-8192]
• Possibility to enter a terrain group name (objects deployed will be parented to the terrain)
• INFINITO DS4 versions will clone and transform identical objects, thus improving scene creation time dramatically

• Possibility to save and load terrain presets back, which are easily recognizable by preview thumbnails

DAZ Scene creation time cut by 90%!

Yes it’s not a typo, the time needed to create a DAZ Scene out of INFINITO has been cut by 90% (DS4 versions only).
Instead of iterating through each item, loading the prop from disk and applying the due transformation, rotation, scaling, now INFINITO sorts all the items and duplicates nodes that share the same geometry.
So for example, if you have 1000 coconut trees, INFINITO will load the related prop from disk only once, and then duplicate the remaining 999 instances in a breeze.
As shown from these stats, with a test scene made of 1000 coconut tree props, performance increase is huge:

before: 1550 seconds (26 minutes)
now: 141 seconds (2 minutes and 21 seconds)

Dynamic level of detail!

This is a very important feature, because allows to maintain the interface responsive even with a complex scene, with a large number of objects and polygons. As you can see, after enabling the “bounding boxes” option, each time the camera is moved all the objects in the scene are replaced by their own bounding box, and the terrain is using a decimated mesh. When the camera is inactive, the objects are rendered again with standard quality.
As I said, it’s a very important feature that will allow to manage very complex scenes without hickups! Wink
I suggest you watch the HD version to catch all the details!

INFINITO: important poll, please vote

Hi guys and girls, I’d like to ask if you could please head to INFINITO FaceBook fan page and vote the poll about which version of the plugin you will most likely use.
Here is the link:

Thank you very much for the cooperation.

Deformer Curve profiles

The Curve deformer allows to apply 16 different filters that will dramatically alter the slope profile, thus allowing the creation of a large array of variations of the base terrain input.
At the end of the movie is shown a simple canyon-like terrain generated using one of those curve filters.
Likewise, also the Terrace deformer use an array of profiles to create different terrace shapes.
In future releases of INFINITO, I’ll allow the possibility to create your own custom curve profiles (using Bezier curves).

INFINITO on social networks

I finally decided to open an INFINITO Facebook Fan Page and a Twitter account. From now on all development, experiments and informations on INFINITO will be available also there.
Here are the links:

Youtube Channel: