The release of this update took a lot longer than expected, but finally ... it's here ... and it's free for all previous users
This major update fixes the following bugs:
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[*]Interface - Fixes incorrect tooltips
[*]Interface - In the minimap, the baked in height water level is fixed.
[*]Interface - Dropdowns are improved.
[*]Interface - Navigation was sometimes broken when in no UI mode (Tab) : fixed.
[*]Interface - Reset values not always consistent : fixed.
[*]Generator - Input map strange behavior when the map was not in the media directory fixed.
[/list]
And adds the following features :
[list]
[*]Interface - The water level is visible in the minimap now.
[*]Interface - Noise models/presets are directly available now using the Models button directly on the Noise title section. This allows quick tests. You cannot add new presets yourself.
[*]Interface - New open and save dialogs, using the latest windows forms.
[*]Interface - Hot : Sliders are much more accurate. If you press Shift while dragging, 10x more accurate, Ctrl, 100x more accurate, Ctrl+Shift, 1000x more accurate. The cursor automatically wrap around the screen.
[*]Interface - Hot : You can enter out of range values in the text box next to the sliders. Use at your own risk as out of range values can generate unexpected behaviors.
[*]Interface - The planet is hidden while computing the HD version, reducing rendering time.
[*]Interface - Hot : some tabs can be displayed in Solo mode, allowing precise tuning by removing the influence of the other layers (use the Solo toggle button on the right of the tabs).
[*]Interface - You can now display Directional AO and Cities maps in the debug mode bar (left of the viewport)
[*]Interface - Super Hot : Color ramps are now editable, using as many colors are you want, adding more flexibility to the coloring process. All previous ramps will be automatically converted to the new system, so you can improve them afterward.
[*]Interface - Some color ramps uses new the alpha channel, like the clouds, the rings, ice, details … etc.
[*]Interface - New progressive rendering, like the previous one, change this setting in Options/Miscellaneous.
[*]Interface - Enforce viewport size before doing snapshots or large snapshots (Viewport menu).
Noise is now split in 2 sliders: noise layers combination type and noise type.
Some noise layers combination are available only for a selection of noise types,
the unavailable types are greyed out.
[*]Generator - New noise layers combination modes has been added.
[*]Generator - New noise type (Flat Voronoi) has been added.
[*]Generator - Intermediate buffers use a more accurate format (16 bits between 0.0 and 1.0) instead of a half precision (16 bits too but for a much larger range)
[*]Generator - New blending modes for details and details 2, it’s quite similar to add+cut range, just simpler to use :
▪ Fill valleys : Using the Level slider, you can add relief only under a given
limit
▪ Fill peaks : Using the Level slider, you can add relief only above a given
limit
[*]Generator - Directional AO generation and rendering. This allows much better contact shadows on the planet. The generation parameters are in the ‘Other’ tab, the rendering parameters are in the lighting section of the Shader tab (Local shadows).
[*]Generator - Vegetation can be controlled by heat.
[*]Generator - Roughness by slope added in relief tab.
[*]Generator - Improved noise distortion using an intensity slider and a roughness (scale) slider.
[*]Generator - Hot : Features tab has been added.
▪ Enable spawning heightmap brushes on the planet to add building, cities, special mountains and so on.
▪ Some samples are provided with the basic version of Grand Designer, you can buy an extra DLC for more advanced and complete feature set, including some substance designer files allowing you to easily create new ones.
▪ You can create your own features :
• Red channel = heightmap
• Green channel = color map
• Blue channel = self-emissive map
• Alpha channel = shape cutout
• Use power of 2 size like 1024x1024, 2048x2048 … etc.
[*]Generator - Hot : Square textures can be generated now, reducing by 2 the size of your planet and keeping the same details density by making it mirrored. You can change that by checking the Use square format in options->Output. This is working also for partial planets and backgrounds!
[*]Generator - Heightmaps (relief base) and features maps can be either in sRGB or in linear space.
[*]Generator - New color ramp influence for relief, details and secondary details, allowing richer colors.
[*]Generator - Relief, details and secondary details can be limited to a portion of the planet, based on the distance to the equator. This is also influenced by the tilt axis and equator offset parameters in the weather tab.
[*]Rendering - The ring has been split in 2 (front & back) for better blending with planets with atmosphere.
[*]Rendering - The atmosphere is now directly affected by the color and intensity of the sun.
[*]Rendering - Rings are now perfectly rounds and are not depending on the geometry density, UV are generated analytically.
[*]Rendering - Hot : Atmosphere rendering has been dramatically improved :
▪ Volumetric shadows are now supported.
▪ Clouds can be rendered
• As before (on the ground)
• As a plane
• AS a volume
▪ Different levels of quality
[*]Rendering - Shadow dithering (you can tune it in Shader->Lighting->Dithering). Cool results when doing large snapshots.
[*]Rendering - Textures dithering (in Shader->Texture->Dithering)
[*]Rendering - Improved quality for snapshot with alpha (better alpha extraction).
Directional AO can be exported in an RGBA texture.
[*]Export - Geometry export has been fixed and allows now much bigger/denser planets with more than 65k vertices.
[*]Export - New simplification/decimation algorithm, better, faster.
[*]Export - Hot : Magicavoxel export. This is still experimental, but it’s working fine so far.
▪ You have to export a partial planet (coverage percentage <1)
▪ You can define the height of the area you are exporting (1=maximum size for a single bloc in magicaVoxel = 126 voxels)
▪ The area defines the number of 126x126x126 blocks you want for the surface.
▪ You can also export the cloud layer.
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There is a new trailer where you can see some of these features in action : https://www.youtube.com/watch?v=OZS5r3m0zvc
As well as 4 new tutorials to see how to use them :
https://www.youtube.com/watch?v=GIyTLk3eyvE
https://www.youtube.com/watch?v=5HmAMw-e72s
https://www.youtube.com/watch?v=br4ApQSJKXU
https://www.youtube.com/watch?v=TH0nGdf9YLY
I hope you'll enjoy all of these new features!
Thanks again for your support! You're the bests!