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Open Discussion / Re: Bad news for AMD
« Last post by PabloMack on Today at 06:36:13 PM »
Actually, I think it is good news. People only fake valuable objects like diamonds and gold pieces. It just comes with the territory. But it will be bad news for the criminals who are caught.
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Terragen Discussion / Rotating Alpines
« Last post by WASasquatch on Today at 05:36:24 PM »
When you rotate a Alpine Fractal, it just transforms the shader on Z. For example 45, is about half, and 90 is a full "line" of alpine. Tried all world space and normal.
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Open Discussion / Re: Chinese Lunar Images
« Last post by WASasquatch on Today at 05:08:47 PM »
Maybe they have a desert where they take these photo's  ;D

That would be terrible. XD
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There was a few attempts using the Procedural erosion shader to blend into the Alpine fractal shader, however it never looked right. It could have been the scaling was wrong or the blending and perhaps other unknown problem areas. The Procedural erosion shader could be masked off by a series of Painted shaders which allows the custom placement for the mountain ranges, however this was never attempted for an entire planet. This also could also be used for the more flat lower elevation terrains outside of the non-painted masks. Large-scale stretched and warped noises can be used as well as another alternative option.

It still leaves the need for river drainage networks. From a planet point of view perhaps the rivers and large bodies of water could be painted and or Simple shape shaders can be manually placed. This is possible and having done this was somewhat difficult. The problem is that the 3D Preview could use some updating for more clear definition providing a more easy way to see where the masked shaders are for the manual placements. An Equirectangular projection layout view would make it significantly more easy because then the entire planet can be viewed and edited.

You could procedurally create masks that follow flows of PFs and such at large scale with disp to scalar. Take a look at the file I submitted here and how Alpine mountains follow continental rises. Couple that with large falloff painted shader or even SSS shaders at correct hemispheres for types of erosions again, canyns, Alpine, smooth volcanics etc etc. The amount of masks would be crazy though for all the variations

As a note, I am now using Daniil's Procedural Erosion Shader on the orbital details files to try and see if we can't get some river sim and galcial flows. Though, as I expected, on a orbital scale, Terragen Freezes with any input to anything within TG while Daniil's plugin recovers. Not sure what it is actually, because even with a RAM limit of 4G, TG is only using 512mb, and only 53% CPU, but is frozen at this moment. Took a screenshot, RAM grew a bit, but still waiting on it to rename a shader (notice TG can't even render the node network tree)... This sin't a issue at surface scales.

In fact it seems the plugin simply breaks the node network tree. If I made a shader, nothing appears.... I have to go to "View -> Node Network" or hit F5 to refresh it... The render settings window doesn't work and I have to hot key to render without being able to change settings. Yeah orbital scales not recommended unless you're on a beefy machine. Definitely not within min spec.

Update: Did a test render, to see what the erosion looked like, and it doesn't look half bad, though I forgot to swap the snow mask with the flow map. As I expected it doubles render times.
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Terragen Discussion / Re: Dani's Erosion implemented in Gaea
« Last post by WASasquatch on Today at 04:55:05 PM »
The results will h Gaea are really nice looking.
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Terragen Discussion / Re: Dani's Erosion implemented in Gaea
« Last post by SILENCER on Today at 02:27:13 PM »
The image output is 8K
I'm still learning Gaea the hard way since there's really no official documentation, and it's still in development.

Plug shit in, see what happens, save, crash, save, crash, move things around, crash, save, output, bring into TG, repeat.
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Open Discussion / Re: FREE Hard Surface Kitbash Vol. 1
« Last post by luvsmuzik on Today at 02:25:19 PM »
Advanced LEGO parts for all! Very cool! ;D
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Open Discussion / Re: FREE Hard Surface Kitbash Vol. 1
« Last post by Kadri on Today at 02:23:00 PM »

Thanks.
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The landscape was done in Gaea, exported as a 16bit PNG into Terragen.
Needs refinement of course, but it can be done.
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Open Discussion / Bad news for AMD
« Last post by Danny on Today at 02:15:22 PM »
I am sure this has been happening for years and will continue to get worst as the black market expands 


https://www.overclock3d.net/news/cpu_mainboard/fake_amd_processors_in_circulation/1#at_pco=smlwn-1.0&at_si=5b03025ae5e17690&at_ab=per-2&at_pos=0&at_tot=1
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