Recent Posts

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Image Sharing / Re: Corona
« Last post by archonforest on Today at 10:14:19 PM »
Like it.
2
Image Sharing / Re: Monarch
« Last post by archonforest on Today at 10:13:23 PM »
Very nice. I little extra sky at the top would give some extra space but that is only an imho.
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Image Sharing / Re: Rocktest
« Last post by inkydigit on Today at 09:06:02 PM »
big and mean looking1
:)
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Image Sharing / Re: Monarch
« Last post by inkydigit on Today at 09:05:06 PM »
beaut! :)
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Image Sharing / Re: Corona
« Last post by inkydigit on Today at 09:04:14 PM »
ethereal effect!
very cool!
:)
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Image Sharing / Re: Monarch
« Last post by Kadri on Today at 08:59:14 PM »

Looks good.
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Image Sharing / Monarch
« Last post by yossam on Today at 08:53:50 PM »
Used to see thousands of these during their yearly migration when I was fishing with my father. A long time ago................. :)
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Terragen Discussion / Terrain advice
« Last post by rolland1013 on Today at 06:11:50 PM »
Hi gang,

I've been attempting to create a quarry terrain and have had little success.  The part that really has me stumped is the "shale" look of the canyon walls, I have no idea how to pull that off.  Has anyone done anything similar to this, or do you have any suggestions?

Thanks,
Niel
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Terragen Discussion / Re: Fake stones compute normal vs compute terrain
« Last post by René on Today at 05:54:11 PM »
Compute terrain patch size 1 seems to be the only solution. It's probably the lateral displacement that causes the problem.
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Terragen Discussion / Re: Fake stones compute normal vs compute terrain
« Last post by FlynnAD on Today at 04:34:11 PM »
First, thanks for the replies.

Second, I should have been clearer in that the heightfield was plugged into both the Compute Terrain and Compute Normal nodes in the original image. I just did not include it in the image or tgc.

I tried the Texture XYZ but it did not link the color to the fake stone boundaries. Nor did any combination of Compute Terrain, Compute Normal, or Texture XYZ except when the Compute Normal is plugged into both the fake stones and the surface layer. However, that dual-Compute-Normal result gives pyramidal stones, not rounded, so it is not an answer either.

The only way I can get this to work is by NOT bothering to color the fake stones at all (since the coloring does not align), but plugging uncolored stones into a surface layer's main input and coloring that surface layer separately (which colors the entire planet), then using a Merge node with Highest (Raise) to merge the fake stones into my base Compute Terrain colored landscape. My hunch is that while this solution works, it would not allow for particular, nuanced coloration on the stones (such as if you wanted to color the stones on one of their sides, such as north moss growing).

Could anyone explain why the Compute Terrain does not work in aligning colors (when the Merge node is not used, as in the original examples at top), or why the Compute Normal node does align color but generates pyramidal, non-rounded stones? The more I understand the workings of how, why, and why not of TG, the better I'll be able to troubleshoot issues myself before they arise.

Thanks,
Matt
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