Macros : What are you most interested in?

Pretty much as stated.
Happy to answer as much as im am able:

  • what do they do?
  • can i use them?
  • can i make them?
  • i want x functionality in a node
  • im inspired to make something like this: x

Macro documentation

I think I have one use case in mind.

I’m going to be exporting big tiled/hybrid exports soonish, but my RAM capacity won’t be enough to keep up with handling both height creation and the painting process as both are heavy on it. So I’d like to set things up in a way that I have a tree for the terrain’s geometry and a tree for its colourisation, and when I press Export, all the tiles get built for the heightmap/mesh, and right after that, automatically, each gets coloured via being processed by the colouring tree - without me having to load every single tile and colouring it manually, which would take ages for 16-64 tiles.

How do I go about it most efficiently?

Macros probably aren’t the right tool for that. They package node networks into reusable nodes, but they don’t appear to automate export steps or run two separate graphs sequentially per tile.

What you’re describing sounds more like a build/export pipeline feature, a batch process, or a two-pass workflow.
For this CLI/Batch Batch builds, switches and other automation workflows would be best use cases.

Interesting. I’ll have to get my hands on it to know, but it sounds promising. I’m sure I do a lot of similar stuff each build.
I like the idea of building a library of complex stuff as I build it. And easily bring it with me to the next build.

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Yup, if you’re used to something like Substance Designer, you’ll be familiar with SBSAR files. Just like that.

This enables you to build libraries, share, sell, and even maintain as you could add versioning updates if Gaea updates a core node for example.

Games already has TORLET exporting as well, which is basically the entire tab free to share, no project setups conflicts, which makes it much cleaner than a
.Terrain file typically, but since you parameters can be built and exposed on top of just a single node you can build processes particularly for something.

Like say and A/B/C compare node or rebuild a node you like to use from elsewhere.

感觉更多的是使用导出宏,会更加简单

Different use cases for sure

  • You can consider macros tool/operator, like any typical node in Gaea.

    • It’s encapsulated so you don’t see its inner workings.
    • Pro and enterprise can create them, anyone can use them.
  • Torlet/.tfrag is graph level. All graph level showcase/edits are available

    • anyone can make/use them
  • .terrain is project level so all user and graph settings are included

Hope that helps

This sounds like a neat way to tidy things up a bit! There are quite a few things I’ve done in the past that I’d be inspired to create macros for:

  • Fake “tectonics” to create procedural but cohesive landmass and mountain range shapes
  • Rain shadow/Rainfall prediction
  • Biome prediction (based on rainfall, proximity to major rivers etc)
  • Population density prediction
  • A single node for multiple biome masks (e.g. from koppen climate classification)

I’m sure I’ll think of more once I’ve had a coffee!

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Ah another early bird I see haha :united_kingdom:
Fellow crumpeteer.

Loving the first three ideas there they could be fantastic use cases and lightweight!

Single biome masks sounds fantastic too! I can already see the drop down menu haha.

Enjoy your coffee, a tea for me soon