Recent Posts

Pages: 1 [2] 3 4 ... 10
11
Terragen Discussion / Re: Classic Erosion plugin
« Last post by blinkfrog on Today at 07:07:17 AM »
I've been having a issue where if I render without eroding Terragen will crash as soon as the "Erosion Progress" starts.
Thank you for the report. I actually have fixed this bug recently and am fixing another bug at this moment. As soon I'll fix it I'll upload new version.

Daniil
12
Terragen Discussion / Re: Rotating Alpines
« Last post by WASasquatch on Today at 05:56:08 AM »
Yes they are at 0,0,0.
It's all down to the discrepancy between XYZ and spherical mapping ... I think ... maybe.
All fractals seem to get stretched around the equator.
My somewhat "hacky" solution to this is to create whatever terrain/displacement I want at the poles (0,0,0), limit it with a simple shape shader, and then use a translate (rotate) node to move it to the equator or where ever you want it.

That's a pretty good idea. What I had in mind though was using my background star thing, or none, hadn't decided, and a spinning globe rendered frame by frame, but yeah running into odd things like that to work around.

Like I said, the alpine is most probably based on a vertically stretched fractal to facilitate calculation of the 'erosion', so it's just the way the alpine is built. If you stretch a normal PF and rotate on X/Z you get the same. A positive view upon this; using the colors of the displacement would perhaps yield a solution for your rotation wish.


I also thought of that, sorta rebuilding it based on colour and disp or something.

I don't think I could without animation but wonder if you could just "translate" the shaders and move the sun for a rotation planet.

Or, how big and smooth a SSS colour would need to be to mask in 6 sides to the sphere and rotations of the alpines to look gradual enough to be "blended realistically" before masking in alpines ot "mountainous" areas.
13
Terragen Discussion / Re: Rotating Alpines
« Last post by cyphyr on Today at 05:41:01 AM »
Yes they are at 0,0,0.
It's all down to the discrepancy between XYZ and spherical mapping ... I think ... maybe.
All fractals seem to get stretched around the equator.
My somewhat "hacky" solution to this is to create whatever terrain/displacement I want at the poles (0,0,0), limit it with a simple shape shader, and then use a translate (rotate) node to move it to the equator or where ever you want it.
14
Terragen Discussion / Re: Rotating Alpines
« Last post by Dune on Today at 05:15:57 AM »
Like I said, the alpine is most probably based on a vertically stretched fractal to facilitate calculation of the 'erosion', so it's just the way the alpine is built. If you stretch a normal PF and rotate on X/Z you get the same. A positive view upon this; using the colors of the displacement would perhaps yield a solution for your rotation wish.
15
Terragen Discussion / Re: Classic Erosion plugin
« Last post by WASasquatch on Today at 02:44:22 AM »
I've been having a issue where if I render without eroding Terragen will crash as soon as the "Erosion Progress" starts. I have to erode before I render. I usually do this naturally anyway but simetimes I'll forget.  The plugin/tg has never crashed when starting the erosion process outside of a render.

Come to think of it, I actually don't remember this being a issue when I was on the free version on 4.1.11 or whatever it was when I hadn't realized there was an update cause he update feature is down.
16
Open Discussion / Re: Chinese Lunar Images
« Last post by SILENCER on May 26, 2018, 10:58:32 PM »
That 1969 moon surface footage is as fake as an Obama birth certificate.
17
Terragen Discussion / Re: Rotating Alpines
« Last post by WASasquatch on May 26, 2018, 10:50:38 PM »
...

Kinda upsetting. At every turn my ideas are shoved down the drain to limitations in TG that requires unnecessary work.
...

Believe me you can see posts like yours in every software.
It depends on what you want to do and if you are on the limits of the software etc.
You learn to get around those problems so much you can.
You know this most probably already but i just wanted to give kind of a little relief :)

That's true, though limitations I've ran into in programs like vue, c4d and Bryce usually tend to fall into more complex scenarios. not just wanting a mountain rotated at a certain position and turning to a line. Though I guess that's why heightmaps are the more popular option in TG... which is a bit depressing, making TG almost like a post-work option for textures and light.
18
Terragen Discussion / Re: Rotating Alpines
« Last post by Kadri on May 26, 2018, 09:46:57 PM »
...

Kinda upsetting. At every turn my ideas are shoved down the drain to limitations in TG that requires unnecessary work.
...

Believe me you can see posts like yours in every software.
It depends on what you want to do and if you are on the limits of the software etc.
You learn to get around those problems so much you can.
You know this most probably already but i just wanted to give kind of a little relief :)
19
Terragen Support / Re: Version Change Logs
« Last post by KlausK on May 26, 2018, 07:38:19 PM »
Would anybody be so kind and copy&paste here what has changed between 4.1.21 and 4.2.06 frontier.
My maintenance has expired and this new version does not seem to be a free update. Would help to decide when to renew maintenance.
Thanks + CHeers, Klaus
20
Image Sharing / Re: Just some grass.
« Last post by J_Con on May 26, 2018, 07:26:33 PM »
Hey Bobby. I had thought about that, but end user license malarkey prevents me from doing that with those exact models.
However, I can  rebuild them in another program to side step that issue, which I will do in the coming weeks.
My GFX card passed away on Friday,after a short illness, . My computer is working at the moment, but not very usable.
I am currently wading through GFX card reviews and such.
I have some Rock/pebble objects also that I will perhaps upload, depending on the finished quality.
Pages: 1 [2] 3 4 ... 10