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Terragen Support / Lake Object Render Method
« Last post by lbailey626 on Today at 08:45:01 PM »
When I choose to render the Lake object with the "Force RayTrace" method option it doesn't seem to render at all. Does anyone have any insight into this render method setting with the lake object?

My goal was to render just the water with RayTracing to help eliminate the noise in the water surface.
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Terragen Discussion / Re: No texture stretching on vertical surfaces?
« Last post by N-drju on Today at 08:41:46 PM »
Okay, so I added this shader, tried various connection points and nothing at all changes. How am I supposed to use it?
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Image Sharing / Re: Brass Shaders - How do these look?
« Last post by WASasquatch on Today at 07:55:12 PM »
Is great my friend, I will test if I have time :)
There is a lot to do in the garden, we can hardly do anything on the PC.
Is there also porcelain or wood as material?

Actually have a porcelain/ceramic I was working on with the volumetrics. I'll do some more work on it. Haven't tried wood grain yet though seems doable (in my head). Thanks for the idea. :)

I hope the gardening goes well, I really miss all my plants and garden.
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Terragen Discussion / Re: Classic Erosion plugin
« Last post by WASasquatch on Today at 07:46:24 PM »
Wowzers! Lots to play with! Thanks a lot! Going to check it out.
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Terragen Discussion / Re: NVIDIA RTX
« Last post by WASasquatch on Today at 07:35:46 PM »
If I'm not mistaken he NVIDA RTX runs exclusively on Vulta technology, and through the Unreal Engine. See my post here: https://planetside.co.uk/forums/index.php/topic,25345.0.html

Still very much in it's infancy and require specific executions functions. Volta with it's new microarchitecture has these capabilities, but I believe is a high-end GPU unit, though supposedly the "future" of all their GPUs
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Personally I wouldn't touch a solar system-scale scene in Terragen, or any other 3D software. One planet at a time is the way to go and if you really want to move from one to another cheat it. All of VFX is a cheat. Huge numbers create rounding errors that can add serious transformation wobbles to your cameras.

I'm currently working on a show which is about the solar system. Break things down into setups for orbit, setups for the surface and so on. Plan ahead a little and it will make your life so much easier. Most of the planets I'm working on are set to default sizes as they're never in the same scene as each other. So the Earth is Earth-sized. So is the Moon, Mars, Mercury etc. The reason is so I can use a similar camera rig in Houdini for all orbit shots without having to compensate for the size of the planet.
The origin of the world is always at the North Pole for similar animation reasons. Plus it keeps looks consistent. If you set up a planet to look awesome in space, but then shift the origin to the core you might find it affects the fractals in your scene, rearranges some clouds etc.

Incidentally, http://maps.planet.fu-berlin.de/#map=4/-666803.04/889070.72
This is the most convenient source of Mars elevation imagery to my knowledge.

I've seen countless solar system models, and they're very popular in science documentaries. Can you elaborate further? If your focal is a planet that makes sense, of course. If your focal is the solar system. Make the solar system. Animated it. Etc. As seen since the early 90s. The scales are proportionately scaled to aesthetically reasonable scales of course, but the proportions look the same, thus the "scale" seem accurate.
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Image Sharing / Re: Gaea Mountain
« Last post by sjefen on Today at 07:28:38 PM »
And it is  :)
It's covering a much larger area than what you see.

- Terje
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Terragen Discussion / Re: Merge Populations?
« Last post by WASasquatch on Today at 07:25:53 PM »
You'd have to merge 2 objects first then (until better is available), but they'd always be at the same distance from eachother.

Indeed, and before I had unlimited pops I made groups of plants as .obj and converted them to .tgo. but they were things like cactus that didn't mind being sunk in the sand, or bullrushes that I centered under the water in any case.

Not a bad idea. Though reminds me of the broken packs from free sites with all the plants in one obj, at same location xD So fun to pick apart.
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Terragen Discussion / Re: Merge Populations?
« Last post by bobbystahr on Today at 07:06:10 PM »
You'd have to merge 2 objects first then (until better is available), but they'd always be at the same distance from eachother.

Indeed, and before I had unlimited pops I made groups of plants as .obj and converted them to .tgo. but they were things like cactus that didn't mind being sunk in the sand, or bullrushes that I centered under the water in any case.
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Terragen Discussion / Re: Node order in graphs
« Last post by D.A. Bentley on Today at 06:58:30 PM »
More on my second point. It doesn’t matter for cloud layers but the ordering has meaning for surface shaders, so decisions made there affect cloud layers too (for consistency).

Is this because Surface Nodes build on top of each other, while Cloud Nodes get their ordering more from their elevation and thickness? 
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