Infinito?
agent unawares
Posts: 3,513
I keep running into this in the shop, and it looks fairly cool, but I can't find many examples of people showing it off. I already have LAMH hair which I can use for instancing, so the main draw for me would be procedural terrain generation. Does anyone have some nice renders using this?
Comments
Hi, INFINITO can actually generate a wide range of procedural terrains by combining noise maps, and populate them with props ecosystems. You can find more information on its official blog site: http://infinito.alessandromastronardi.com/
There you will find also a Gallery Image with some images created by users.
Also, there are two INFINITO playlists with several tutorials here:
http://www.youtube.com/playlist?list=PLB48C7886D5E82E4B
http://www.youtube.com/playlist?list=PL035DFBDC4F089E25&feature=view_all
That's very useful, thanks. The ability to make a sky dome is pretty cool. Is it possible to create a high-res bump/displacement map along with the texture map?
Yes, the dynamic skydome is one of the main features and if you watched the video, you can set sun light orientation and export the skydome as well.
INFINITO enhances terrain detail generating normal maps up to 16K pixels. For finer detail, with camera very close to terrain, you might want to add external bump/displacement maps manually and tile them.
I'm thinking specifically about details you'd see on the edges of terrain [not really the right term I think but I'm not sure how to say it, the places where the terrain curves down past your FOV like the top of a mountain?]. Right now those places tend to look very smooth even when the rest of the terrain is very nicely detailed, which is I think why the desert scenes tend to look the most realistic thus far. Any way to do that? I'm thinking possibly using a noise map similar to the height map as the color map, then saving that image out for the bump/displacement and editing the terrain to use a proper color map. Would that work, do you think?
If not I'll try to mess with converting the normal map to a working bump map. Even if it's not perfect I think it'd be okay for the purposes of enhancing detail. This seems like it could easily be the final link for integrating DS scenes with Terragen landscapes. I haven't tried using spherical panoramas from it in UberEnvironment or Lux yet, but I have my fingers crossed. :lol:
I'll get it and see what I can figure out. Is there going to be an upgrade version to Infinito 2 when that comes out?
EDIT: Ugh, I wish Paypal would stop deciding it needs to use an eCheck. I can't for the life of me figure out exactly what triggers that in lieu of an instant transfer.
I'm also considering Infinito as I think it might be the most efficient way for me to add depth and scenery to my DAZ renders without having to learn a huge program.
I’d love to know if people find Infinito a lot faster and easier to get started with than fully featured terrain programs like Bryce? I tried Bryce a little and can't stand the interface. Also if you were willing to learn a program like Bryce would Infinito still have any advantages/uses?
If Infinito 2.0 is being worked on I'd also like to know if there will be an upgrade price and will it be backward compatible?
Can Infinito be used in any way as a merchant resource, that is to produce assets that can be redistributed commercially? I’m thinking along the lines of hand sculpting landscapes.
Does the expansion add a lot of potential that can't be easily reproduced otherwise? I have a lot of assets already and
Any info would be greatly appreciated.
UE2 will give great results and yes there will be an upgrade to Infinito2: we are developing it concurrently to LAMH :)
Sweet. I can't wait.
Hi Swawa3D, we are working on a INFINITO 2.0 version which will indeed be backward compatible and enhance current features.
Items produced with INFINITO can be redistributed commercially too.
The expansion Pack is a collection of props especially designed to populate terrains: I'd recommend also Ultimo Paradiso which has some nice plants props that you can use with INFINITO too...
Thanks for getting back to me. I purchased it, just waiting for the activation code to be e-mailed so I can try it out.
Hi, email sent! :)
Thanks for e-mailing the key. To be honest I am really concerned about future activation. I hope you are around for a long time but what if at some point in the future your no longer online?
I highly recommend improving the drm so that it does not require e-mailing or any kind of network connection or manual process. I understand wanting to protect your work but this only hurts paying customers. And I'm quite sure it hurts sales more then it helps. At this point I feel like I'm just renting the plug-in for some unknown amount of time. I'm shocked DAZ allows this.
Sorry if I sound negative. It looks like you have some amazing products. I'm just am really uncomfortable with the drm.
We are coding a new activation system that will be implemented in LAMH, INFINITO2 and future plugins as well and will allow users to manage activation on their end.
That is great to hear!
I messed around with Infinito for a bit. The streamlined interface is excellent! It is very intuitive, easy to use yet still very powerful. I love how easy it is to export to DAZ, although a bit slow at times. I definitely see it being of value even if I learned another terrain program.
I'm very much looking forward to Infinito 2.0. It was stated that activation and terrain size/quality would improve in version 2. I was wondering if you had any other plans for new features? Infinito is already a great value for what it can do but there are many more features I would love to see added in version 2.0. I understand they might not all be viable but figured it can't hurt to suggest them just in case.
I would like more file types to be compatible with the prop population. Right now a very small % of my library seems to be available. I have a lot of newer content.
Every parameter (including noise options, seeds, lighting, etc.) could benefit from having a numeric display & numeric input. This would be faster, more precise and easier to reproduce consistent results. The seed should start as a random # and have a random button but also allow # input.
In cases where there are only 2-3 options (preview size, height/texture, quality) I don't think a slider is the best fit.
I would like to be able to pan each map (Input 1, Input 2 & Comber) individually. This would add a lot more variety and control. I'd also like to be able to set the X/Y pan values numerically. If it would take up too much interface space maybe it could be accessed by right clicking the slider?
“Round Edges” do not always center properly after panning, is this a bug or intended? This would also benefit greatly from independent pan control.
In addition to being able to increase & decrease elevation by sculpting with the mouse I'd also like to be able to smooth & roughen the surface where I paint it. Painting erosion in specific locations and being able to paint textures gradient masks directly onto the terrain surface would also be nice.
I'd like to be able to export/import a height map from a terrain while deforming it the populate tab. It also would be nice if I could save/load the current state of everything in the populate tab, including deployed objects.
Wacom Pressure sensitivity support for Terrain Sculpting would allow much more refined strokes. It could also be used to deploy props, the harder you press the denser they are applied.
3D Mouse support (like 3Dconnexion) for controlling the camera would be nice.
The gradient texture color seems to be based on elevation? When you change to elevation by sculpting with the mouse in the populate tab the color does not update with it. Is there any way to get it to refresh?
Full screen mode and the ability to size the window would be nice. This would be mainly helpful on the populate tab to get a better view of the terrain. The terraform tab interface is really nice & clean the way it is so if you stretch your window maybe it would just stay centered there.
Ability to auto link baked lighting of the terrain with the sky dome Sun position. It would also be cool to automate setting up lights in DAZ, the skydome as Image Based Light and match a distant light to line up with the sun angle.
Select multiple props at once for deploying eco systems, it could randomly place some of each, or even better allow us to set a % for each.
I listed a lot of features I'd love to see but I still think it is a really great tool for the price and for how fast and easy it is to use.