Recent posts

#41
Terragen Discussion / GAEA 2.0
Last post by Stormlord - April 02, 2024, 07:46:43 AM
Quadspinner announced GAEA 2.0 for the late first quarter, now we are in the second quarter.
Does somebody know when Quadspinner releases their landscape Tool 2.0? Would like to buy it.

https://quadspinner.com/Gaea2

STORMLORD
#42
Terragen Discussion / Re: Pixel gaps in rendering
Last post by pokoy - April 02, 2024, 05:01:01 AM
Attached a quick test I did in PS, showing how using a sharpening filter will introduce ringing with negative values in 32bpc mode. The final 'pattern' will depend on the input pixels' values and position/arrangement plus the filter's strategy.

HDR_Artifacts_Sharperning_Filter.jpg

The best solution would be to move any sharpening operation to the post-processing stage where it works on the tone mapped image... and probably switching to a less aggressive filter as the default filter to avoid users running into this problem as long as it's not fixed (which is probably never).
#43
Terragen Discussion / Re: Pixel gaps in rendering
Last post by pokoy - April 02, 2024, 04:40:31 AM
Let me guess, the foliage where they appear is reflective? Hence my suggestion that these are bright pixels produced by reflections of the sun disk. That's why they appear randomly wherever the foliage is (same with the water surface, it's reflecting the sun). I'm pretty sure that if you make the foliage material non-reflective the artifacts will not appear.

I guess another way to test this would be to increase AA sampling, it might help to 'tame' the pixel values and not triggering whatever the filter is going crazy with when too high luminosity values occur.

Ultimately, it's a long standing issue (my report of this problem is probably 10 years old) and probably best for TG devs chime in and come up with a fix, too.
#44
Terragen Animation / Re: Cyan Eyed Biomes | Part 1 ...
Last post by Dune - April 02, 2024, 01:37:08 AM
Ah, hacks! Thanks for describing your workflow. Indeed a lot of work for subtle (but important) detail!
#45
Terragen Animation / Re: Cyan Eyed Biomes | Part 1 ...
Last post by Njen - April 01, 2024, 01:25:41 PM
It took a lot of trial and error for the water movement, rendering a number of 30 frame tests, it really is just down to experimentation of the timings and other values. I animated X, Y and Z with a Transform Input Shader (Y was larger than X and Z). But even then I wasn't entirely happy with the result, so I used a little denoising and a very tiny amount of blur in comp. Over a period of 4320 frames, here is a screenshot of my animation panel (Z and X are on top of each other, which is why you don't see X):
[See attachement 'CyanEyed_terAnimWater.jpg']

Though if you are referring to the little shore waves, that is actually all a comp trick.

1. First, I isolated the water edge.
[See attachement 'CyanEyed_shoreWavesA.jpg']

2. I then had to manually roto out the trees as the waves just need to interact with the shore only.
[See attachement 'CyanEyed_shoreWavesB.jpg']

3. Then I used an edge detect on the water outline. After, I isolated a thin line that started at a certain distance from the edge, and then animated it towards the shore over a certain number of frames. I then added a fade on and off to get it repeating in a loop. Then I added a time offset and plussed it on top to get two lines. This is all a total hack, because edge detect actually works in screenspace, not worldspace, so the waves always start at a certain number of pixels away from the shore no matter how far or close the point is to the camera, but because the effect is so subtle, it is practically impossible to notice.
[See attachement 'CyanEyed_shoreWavesC.jpg']

4. I then multiplied that through a worldspace noise derived from the world position AOV.
[See attachement 'CyanEyed_shoreWavesD.jpg']

5. And after a little colour grading, plussed it on top of the image.
[See attachement 'CyanEyed_shoreWavesE.jpg']

The Terrain is a number of different heightfields blended together generated using Classic Erosion from Daniil Kamperov.
#46
Terragen Animation / Re: Cyan Eyed Biomes | Part 1 ...
Last post by Njen - April 01, 2024, 12:54:19 PM
Quote from: Dune on March 30, 2024, 02:46:46 AMI'm keen on small details myself (and - real - bird watcher, so small details matter). And I know how long it takes to get them perfect.

Yeah, it's in its last stages. Had a few proofreaders, so I'm rearranging/rewriting some stuff now, and hopefully send it to a publisher in the next weeks. One (big one) has already shown interest, or, I should say, the head editor was pretty positive about the first paragraphs. So I'll start with her, and hopefully get it out....
Thanks for the info! I hope for an English release soon after :D
#47
Terragen Animation / Re: Cyan Eyed Biomes | Part 1 ...
Last post by Tangled-Universe - March 31, 2024, 03:20:44 PM
Cool to see you again here since long time ago :)

Pretty cool animation and quite the effort to make and render by the sound of it!
I may have an odd, or rather unexpected question; how did you animate the water?
Whenever I animate (not that much) I animate the shader through Y, but it doesn't look very good.
Perhaps you did it also through Y but found the right speed? Curious about that.
Else I like the terrain shapes, various colours and all the masking of populations and such. Nice work man.
#48
Image Sharing / Re: Canyon series 1
Last post by Dune - March 31, 2024, 08:02:02 AM
Yes, used inline it does indeed.
#49
Image Sharing / Pictures to Exoplanet SciFi
Last post by Uwe Kronemann - March 30, 2024, 03:10:57 PM
Sorry, the MP4-Video "Exoplanet SciFi" does not run!
(Problems because picture-lizence in Dailymotion)
Here are some Terragen pictures from the Exoplanet video.
#50
Image Sharing / Re: Canyon series 1
Last post by Tangled-Universe - March 30, 2024, 12:39:50 PM
That node omits the displacement data from the incoming connection.
I'm trying a test now with having that as colour function of a surface shader, but I can't imagine that it would make a difference. Neither as a child of that surface layer.

OK so that took 10 minutes for 9% completion, I know enough...