Recent Posts

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NWDA Cliffs Contest / Re: AndyWelder WIP's
« Last post by AndyWelder on March 17, 2018, 09:34:12 PM »
Thank you, both.
Personally I would simply correct black spots in post prod.
That's what I would do too, if it wasn't for a contest that emphasizes on avoiding post processing. At least, that's my take on it...
It often pays to restart before an important render and always save before a render.

Once bitten... That's standard MO.
NWDA Cliffs Contest / Re: Jo Kariboo (wip's)
« Last post by Jo Kariboo on March 17, 2018, 08:59:09 PM »
I added vegetations and I removed all the small luminous particles and modified a little the shore with light sources. I made a rendering with a little fog, but it's not terrible and above all it adds nothing.
Ok, I stop here before crunching the computer out the window.
See you soon.
Image Sharing / The worlds of Star Wars Knights of the Old Republic
« Last post by Kexikus on March 17, 2018, 08:37:47 PM »
Well, it's been a while since I registered here and I figured that it's finally time to post some of my Terragen work. But before I do that, let me do a little introduction.

I first discovered in the end of 2014 when I was researching ways to make skyboxes. The reason for doing that was my desire to give the game Star Wars: Knights of the Old Republic new skyboxes as the original ones are of very low quality. While doing so, I learned that these original skyboxes were actually created with Terragen, so the first thing I downloaded was the classic Terragen, but it didn't take me long until I got the free version of TG3 instead. And with that and over the course of almost one year, I made new skyboxes for the entire game. I first released them in October 2015 and at that time I was also pretty exhausted from making them. Part of that was certainly due to the fact that I wanted the skyboxes to be in 2048x2048 but the biggest square render I could do was 900x900 and so I had to do 4 renders per texture and then stitch them together in Photoshop. That was really tedious and obviously far from ideal, but the result was still pretty good if I may say so. Fast forward to 2016, when the announcement and release of TG4 rekindled my interest in making skyboxes. After all, I had never made skyboxes for Knights of the Old Republic II and there were some of my skyboxes that I was never really happy with, not to mention the fact that they were all stitched together. So I got myself a license of TG4 and in May 2017, I restarted the project, with the goal to make all the KotOR II skyboxes and to improve or at least rerender all the KotOR skyboxes.

Today, allmost one year later, there has been a lot of progress and I figured that I might as well share my work here. So I decided to do some additional renders of my finished skybox terrains and share them as wallpapers or something. Let's get to it. Here's the first one:


Telos is a world that has been devastated by the Jedi Civil War and is now being rebuilt by the Galactic Republic. As a result, most of it's landscape is still inhospitable, but inside the restoration zones, life has returned to its prior state.

The first render shows the beauty of the restored landscape, while the second one shows a storm coming from outside of the restoration zone.



Edit: Completely forgot to give credit, sorry about that. The spires/mountains are based on mhazes Meerkat rocks and the grass is dandelO's grass shader.

Keep in mind that everything I'm going to post in this topic was originally created for skyboxes, so there won't be any foreground. I intend to post a render of every skybox that I finish and I'll go through the already finished ones as well and make a render for those as well.
Terragen Discussion / How di to render to terrain real ?
« Last post by bla bla 2 on March 17, 2018, 08:07:26 PM »
Hello, all is in the title topic.

I dot know, if Iam clear.

  ;D   ::)  :P  :-[
NWDA Cliffs Contest / Re: Another stab at it
« Last post by bobbystahr on March 17, 2018, 07:30:33 PM »
I think I tamed that part and have a better product, can't remember what I did but will look back across the room later(that's where my workstation is)
Image Sharing / Re: Erosion in 4 renders
« Last post by bobbystahr on March 17, 2018, 07:27:41 PM »
Thanks ya go bobby...combo for ya...hehe :)

perfecto, gracias!
Open Discussion / Re: TG in the last Star Wars??
« Last post by Hannes on March 17, 2018, 07:15:31 PM »
Indeed! Looks somehow familiar... :)
Terragen Discussion / Re: Vertical problem with cloud warping
« Last post by luvsmuzik on March 17, 2018, 06:54:27 PM »
Clouds work differently to ground displacement. The ground works with surface normals, clouds work on the volume defined by the white value you're plugging in.

So in the example you posted above, your SSS tubes are defining what is white and you are trying to redirect/vector displace that in x and z. What you should be doing is warping the texture space using a Warp Input node. Y/altitude will be defined by your cloud layer's depth and altitude.

Yes, yes, we seem to have already decided this, thanks.

You are going to spoil all of my surprises ....such fun!

What kind of surprise?

Oh, I have just been doing some more experimenting after Dune and Hetzen directed me on some cirrus cloud warping. I have picked up a few examples of noise here and there run through the density shaders. I tried a few simple blue nodes and some warp on the cumulus cloud. You do things more detailed than I do and at grander scale, as I do this just for fun. Glad you are asking the right questions though, as my phraseology is certainly artistic rather than technical. :)
Image Sharing / Re: Today's distraction
« Last post by bobbystahr on March 17, 2018, 06:36:05 PM »
Nice one Bobby, almost missed the car!

Thanks Mick will do a proper render of this once I nail down my current Cliff, "Bones of Mother Earth"project.
NWDA Cliffs Contest / Re: Clays cliff WIP
« Last post by Clay on March 17, 2018, 05:18:00 PM »
Well done Clay, yer getting Tg just fine...overall nice and bizarre scene. Up to your usual standards.
hehehe Gettin there :-)
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