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Terragen Support / Re: Render View close and reopen change to Alpha Channel bug
« Last post by jaf on November 23, 2017, 04:45:10 PM »
.... also, clicking on any of the buttons (RGB, Red, Green, Blue, Alpha) causes the crash.  Saving the render and then closing the render window does not help.
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Terragen Support / Re: Render View close and reopen change to Alpha Channel bug
« Last post by KlausK on November 23, 2017, 04:08:59 PM »
Meanwhile, it hit me too.
I can reproduce the crash as well :(

Mini Dump says:
An unhandled win32 exception occurred in tgd.exe [5520].
The thread tried to read from or write to a virtual address for which it does not have the appropriate access.

Cheers, Klaus

ps: all Nvidia cards in the PCs
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Terragen Support / Re: Render View close and reopen change to Alpha Channel bug
« Last post by jaf on November 23, 2017, 03:44:03 PM »
I also get the crash (Nvidia.)

Unhandled exception at 0x00007FF94BBEE6E3 (tglib.dll) in tgd.exe: 0xC000041D: An unhandled exception was encountered during a user callback. occurred
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Terragen Support / Re: Render View close and reopen change to Alpha Channel bug
« Last post by D.A. Bentley on November 23, 2017, 03:10:34 PM »
Thats strange.  I just tried it on my Windows 7 PC and got the same crashing behavior.

Just out of curiosity are you running AMD or Nvidia video cards in your PC's?  All of mine have Nvidia GTX cards.
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Image Sharing / Re: Fakestonetest
« Last post by Dragonfire on November 23, 2017, 01:47:20 PM »
"The ruins of A Kohr"

TG 4.1
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Image Sharing / Re: Fakestonetest
« Last post by Dragonfire on November 23, 2017, 01:46:24 PM »
Great crackle! Terrain is so good! Amazing to me how you use elements in different ways. Such clouds! :) :)

Thanks a lot my friend!
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Image Sharing / Re: Fakestonetest
« Last post by Dragonfire on November 23, 2017, 01:45:49 PM »
Some wild imagination there! ;)

Yeahhh, it is :)
Thanks a lot!
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Terragen Discussion / Re: Fractal procedural erosion shader public beta
« Last post by 3D Lunatic on November 23, 2017, 12:47:38 PM »
I got the erosion plugin, am searching the forums for a tutorial on how to do rivers. If anyone can provide a link, I would be grateful. Thanks!
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Image Sharing / Re: Cratered VII
« Last post by Denis Sirenko on November 23, 2017, 12:44:07 PM »
It would be cool. It is very interesting to learn how the rims that were trapped inside a new crater were being removed. Mechanism itself. I have a way, but it's quite complicated to calculate. Long rendering.

As for the 5-layers... What if not 5 layers, but 15 layers? I did about the same. Huge, big, medium, small, tiny... Then again huge, big, medium, small, tiny. It is in this sequence. And you can have one more to completely get rid of artificially. In each layer, the number of craters will need to be made 3 times less (if in total 15 layers) to get the same number of craters that would be in the old scheme.
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Image Sharing / Re: Cratered VII
« Last post by cyphyr on November 23, 2017, 12:14:52 PM »
Ideally craters that arrived at a later date would remove the crater rims of the craters below where they hit due to the force of the impact regardless of their size.
Since the procedural craters are fairly uniform is size I have made several (5 I think) versions at different sizes and displacements. This means that I have a separate set of tiny, small, medium, large and huge craters. I would like to have some of the medium craters overlap some of the larger craters and smaller craters but also have the medium craters overlapped by both smaller and larger craters and of course the same random overlapping (and removal of previous crater beneath the overlap) for all sizes of crater.
I'm working on another project at the moment but I'll see if I can make some screen shots a,d upload a tgc to the file sharing section.
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