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Terragen Discussion / Re: Sun Color on Landscape?
« Last post by avalanch on November 20, 2017, 10:20:10 PM »
Oshyan and Ariel thanks to both of you for answering. Oshyan, yes I am trying to make a sunset in the mountains, and now that you mention it, maybe the sun was to high, when I changed the color to more of an orange/yellow, it messed up the whole scene, where I was simply trying to get that "alpine-glow" effect on the terrain. I will change the height and see if that does it naturally. Ariel, thanks for your input too, I will also try out your suggestions...
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Image Sharing / Re: Antarctic landscape
« Last post by sboerner on November 20, 2017, 09:03:14 PM »
Quote
Create a Heightfield Generate node and feed your procedural displacement network into the Shader input. Set the "Size in Meters" of the heightfield big enough to cover your area of interest and the "Number of points" top whatever you want the resolution (detail) of the heightfield version to be.


Thanks, Oshyan. I thought I tried that but I must have missed something. Maybe the bit about setting the size and resolution. I'll give it another go this evening.

Just curious: How is displacement data transmitted through the network? As vectors? (I suspect there's more to it than that.)
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Image Sharing / Re: Antarctic landscape
« Last post by bobbystahr on November 20, 2017, 08:58:50 PM »
Create a Heightfield Generate node and feed your procedural displacement network into the Shader input. Set the "Size in Meters" of the heightfield big enough to cover your area of interest and the "Number of points" top whatever you want the resolution (detail) of the heightfield version to be. Once you "Generate Now", you have a heightfield version of your procedural displacement. Remember that non-planar (e.g. overhanging) features cannot be represented in a heightfield and so will be lost. After generating you can right-click and Save As, just as with other heightfields.

- Oshyan

Wowzers...there's something I've never tried...thanks Oshyan and sboerner for this thread.
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Terragen Discussion / Re: Sun Color on Landscape?
« Last post by Oshyan on November 20, 2017, 08:54:51 PM »
Simply changing the sun angle to be low in the sky should automatically change the color realistically, just as in Terragen Classic. In Terragen Classic if you changed the sun color it would affect the whole landscape too. I'm not really sure what effect you are trying to achieve here, because part of your question sounds like you just want to create a realistic sunset effect (simply put the sun near the horizon, it will happen automatically), and you seem to understand the color on the landscape should change, but then you say you want it to "not affect the whole scene". What is "the whole scene" aside from the landscape? The sky? Are you wanting a colored landscape (as if it's sunset colors) but to have the sky not affected by this? That would look quite strange and unrealistic, but if that's the effect you want then Ariel's suggestion of 2 suns is the way to do it.

- Oshyan
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Image Sharing / Re: Antarctic landscape
« Last post by Oshyan on November 20, 2017, 08:46:41 PM »
Create a Heightfield Generate node and feed your procedural displacement network into the Shader input. Set the "Size in Meters" of the heightfield big enough to cover your area of interest and the "Number of points" top whatever you want the resolution (detail) of the heightfield version to be. Once you "Generate Now", you have a heightfield version of your procedural displacement. Remember that non-planar (e.g. overhanging) features cannot be represented in a heightfield and so will be lost. After generating you can right-click and Save As, just as with other heightfields.

- Oshyan
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Terragen Discussion / Re: Sun Color on Landscape?
« Last post by Ariel DK on November 20, 2017, 08:22:41 PM »
Hi, welcome again

The most simple solution, is go to your sun node, and disable the "light atmo/cloud" option, then, copy it.
in your copied sun disable the "light surfaces" option and re-enable "light atmo", and change the color as you want
now your default sun is lighting your planet surface and the 2nd one, should affect only your atmos
keep in mind that when you change the color of your 2nd sun, this also gonna afect your shadows in the distance

Cheers,
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Open Discussion / Re: A Thousand Roads
« Last post by otakar on November 20, 2017, 08:07:40 PM »
beautiful
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Terragen Discussion / Sun Color on Landscape?
« Last post by avalanch on November 20, 2017, 07:34:48 PM »
Hello everyone.. Back in the day I was a huge fan of Terragen Classic, spent many hours on the program. I am now trying to learn V3 and V4, and I must admit it is way different, but I am hanging in there. Question, how does one change the color of the sun, for instance at sunset and have the colors change the landscape, but not the whole scene? If I change the Sun's color, the whole scene changes to that color, I was hoping to just get more color on the landscape and not over everything. Any help or tips would be appreciated, thanks in advance..
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Image Sharing / Re: Cirrus sunrise
« Last post by Hetzen on November 20, 2017, 06:45:55 PM »
Awesome, glad you got it working and looking good. I agree, it is fun working with these blues, especially when creating abstract stuff.

You can do all sorts of things with that network. You can get the negative values of a sine curve to be always positive by adding an Abs(olute) Scaler after the Sin node, that will give you constant bumps. A bit like Perlin to Perlin Billows.

You can also Add to the 'X to Scaler' node another PF, distorting the position input, which will 'warp' the sine pattern in a similar way you've used the Warp shader for the above. I'd put a Multiply Scaler in after the PF to make the position distortion more than 1 meter if you did decide to try that.

Lady of the Lake.
It doesn't have to be complicated using blue nodes. You can simply mix two PFs just by putting them both into an Add Scaler node for example. Or get marble like patterns by swapping out the Add with a Difference Scaler. You don't need to know math to do that. Try a few simple things out. The node preview window inside each node, is useful to see how your pattern is changing through the network, and before you know it you've made a great texture.
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