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Terragen Support / Re: Rendering DOTS? render doesnt seem to complete?
« Last post by Ethrieltd on May 23, 2017, 04:36:17 PM »
Look in your Render settings. In the GI settings.



Ensure the settings for the cache file are as above.
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Image Sharing / Re: Cubus Hands
« Last post by Dragonfire on May 23, 2017, 03:39:29 PM »
When from fire angels awake ...

Our hearts are with our friends in England ...
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Terragen Support / Re: Rendering DOTS? render doesnt seem to complete?
« Last post by pthomas1172 on May 23, 2017, 03:38:57 PM »
Thanks for the reply,

Yes I do, that's what I thought at first, but I get a "FINISHED RENDERING" notification
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Terragen Support / Re: Rendering DOTS? render doesnt seem to complete?
« Last post by Dune on May 23, 2017, 03:35:56 PM »
Do you wait out the dots? It's a prepass for the GI. After that it really starts rendering, so to say.
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Terragen Support / Rendering DOTS? render doesnt seem to complete?
« Last post by pthomas1172 on May 23, 2017, 03:23:43 PM »
For the last two days, I've only been getting dots when I render a scene?

- It's a very basic scene with just a cloud layer.
- When I create a new scene it renders normally / Fine

edit: I tried turning off the GI cache




Any thoughts?
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Image Sharing / Re: First snow
« Last post by Danny on May 23, 2017, 11:07:04 AM »
Nice snow layers and scale. Good stuff
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Image Sharing / Re: Planetary rings
« Last post by Dune on May 23, 2017, 05:44:29 AM »
Just one. Two might be interesting with inverted stones matching, but without lateral displacements.
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Terragen Discussion / Re: Panorama - How to get rid of the haze?
« Last post by Dune on May 23, 2017, 05:35:42 AM »
A nice thing to experiment with and learn about the power fractal (PF) is to attach one to a surface shader's color input or mask input. Delete the breakup, and give the base color node a plain color (set both colors as the same). Then hover your camera over the ground and see the patterns the fractal makes. Then start playing with all the values inside, and see what they change to that pattern. If you've learned enough, you could try 1; feeding the output to the displacement input of that surface shader, and see what the different variables of the fractal do to that 1m displacement. Or use the displacement from the PF itself; in that case hook off the displacement input and feed into the child input. Then start playing with values of the PF again and see what happens. Colors won't do a thing now (at least not influence the displacement), but the displacement values do. Best in fact to disable both colors to better see the displacements variation when the PF is set as child.
The PF is one of the basic LEGO stones of TG, so this is very informative.
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Image Sharing / Re: Ledenon but if ? but no. ^^
« Last post by DocCharly65 on May 23, 2017, 05:23:44 AM »
I like that look! Almost like 70's disco! :)
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Image Sharing / Re: FracWarpPond
« Last post by DocCharly65 on May 23, 2017, 05:20:58 AM »
Great render, Bobby... I can almost hear the frogs - big like!
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