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Terragen Discussion / The ultimate Terragen machine(s)
« Last post by rolland1013 on Today at 12:38:49 AM »
So in the past six months Terragen has become an indispensable tool for my company’s vfx work.  It started with location plates we were receiving from a new client.  We had instructed them as to what we needed, but what we got back we pretty much unusable.  It was at this point we looked to Terragen.  I took it upon myself to step in and start learning the software, and while I’m in no way an expert yet, I have created several locations/environments/assets that easily pass as the real thing.  At this point I see us looking to Terragen before requesting plates from production.
That being said, it is clear our hardware is in need of an upgrade to better work with Terragen.  Most of our workstations are dual proc Xeon machines with 64GB of memory, Quadro K5000 or 6000 video cards running Windows 10 (our main 3D package is Maya).  About half of our render farm is in worse shape, at the moment I am using the 5 render licenses that came with my seat of the program, but we will be purchasing 60 more render node licenses within the month.  I’ve done renders on every machine in our render farm and the times are all over the place, the fastest will render a frame in a bit over two hours, while the slowest will render that same frame in twelve.  My question is what is the best hardware set up for a Terragen workstation and render farm box?  Oshyan had previously mentioned the AMD Ryzen Threaddripper and Intel i9 CPUs.  But I’d like to know what would be the ultimate set up for a workstation and render box.  It appears that either solution is a single proc set up, or am I wrong about that?  If possible I’d still want whatever solution to work well with Maya.

Thx,
Niel
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Terragen Support / Re: Terragen 4 crashes while browsing library
« Last post by Hubert_Holin on September 20, 2017, 11:17:10 PM »
Paris (U.E.), le 21/09/2017

Hi Oshyan

Well, I have 523 items in the library (collected over the years…), so either course will be painful! I will try the perhaps least painful second option over the week-end (though if it does not work, the first option will also make me redo that step).

Merci

Hubert Holin
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Image Sharing / Re: More Columnar
« Last post by luvsmuzik on September 20, 2017, 10:56:35 PM »
From file sharing nice strata setup   http://www.planetside.co.uk/forums/index.php/topic,23627.msg239126.html#msg239126

Setup uses an alpine fractal and explanation of how to alter seed and other variables  :)
Working on incorporating terrain to surround ....
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Terragen Discussion / Re: Boolean Add for object intersections
« Last post by treddie on September 20, 2017, 10:54:59 PM »
Thanks for the info.
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Terragen Discussion / Re: Rock Won't Displace
« Last post by fleetwood on September 20, 2017, 10:11:04 PM »
I don't see displacement out at the edges.  It's as if the rock has been bump mapped, not displaced.

Your eye is right! I neglected to render that with forced displacement so it came out bump mapped only.

But the idea was really to show whether the two rocks are different or not even before adding any displacement.
 I think the render shows the two rock shapes are different. In fact they are different in both shape and size from the start.
These two might show it better. One with no displacement and not using smooth normals. One with small pf displacements (forced this time) and smooth normals set on.
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Terragen Animation / Re: Animated clouds to Maya
« Last post by 3D Lunatic on September 20, 2017, 09:58:54 PM »
Oshyan, thank you for your reply.

Yes, I can animate the plane to the shape of the clouds, that's no problem. I just need some visual cue to tell me where the clouds are.

Is there a way to place some objects, such as boxes, in Terragen 4 to "block out" where the cloud is, then export these with the camera to Maya? I could then use the boxes to help me animate the path of the plane. Then I would delete the boxes, as they are only placeholders. It's a clumsy method, but better than nothing. I really want to take advantage of the fully 3D physical clouds in Terragen, and fly through them as you would fly through a canyon. Do you think this is a feasible way? I understand your method using a depth pass and doing it more in the compositing stage, but I really want to do it in 3D, and affect the flight path of the airplane based on the position of the clouds.

Thanks again for your expertise.
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File Sharing / Re: SSS (Simple strata shader)
« Last post by bobbystahr on September 20, 2017, 09:58:25 PM »
Cool, thanks for sharing this clip.
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Image Sharing / Re: Megen's Mesa
« Last post by otakar on September 20, 2017, 09:55:45 PM »
Great colors and nice sharpness. Really accomplished render. PS could easily feature this for a while.
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Terragen Support / Re: Terragen 4 crashes while browsing library
« Last post by Oshyan on September 20, 2017, 09:47:51 PM »
Can you try going into the Preferences and deleting the library database? The option for this is under Preferences -> Library -> "Delete Library Database". Please be aware that this will lose the data on any items you have added to the Library. If you don't want to take this step then you can try clearing the previews, which is another option in the preferences there.

- Oshyan
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Terragen Animation / Re: Animated clouds to Maya
« Last post by Oshyan on September 20, 2017, 09:45:07 PM »
Yes, admittedly that is a harder situation to handle with the current lack of cloud import/export. If you can lock down the look of your cloud shapes (i.e. you do not need to adjust cloud shapes based on the path of the plane, but rather the other way around) as well as the camera path before you animate the plane, then you might be able to create a workflow where you finalize the Terragen clouds, render them out to a sequence along with a depth pass, and use those to setup your plane flight path. You'd have to do some work in compositing to get the correct occlusion of the plane behind clouds since there's no way to export out the clouds as a holdout object for Maya.

We are actively researching OpenVDB import/export for the future, which should help a lot with these kinds of projects.

- Oshyan
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