Recent posts

#1
Announcements / Terragen 4.8.52.frontier
Last post by Matt - August 27, 2025, 01:20:06 AM
Terragen 4.8 has a new update! We're calling this a Frontier Build because some of the changes are experimental.

Here's the change log:

Quote=============================
Build 4.8.52 (Frontier Build)
=============================

Fixed a bug in the Path Tracer that sometimes caused the Robust Adaptive Sampler to output bad pixels if nearby pixels were sampling 'holdout' objects. The bug might have caused problems in other situations too.

Experimental changes to improve the Z-depth rendering of items drawn in the 3D Preview. This potentially affects the drawing of bounding boxes, wireframes, shaded and textured objects, and some shader-specific drawings (e.g. the dotted lines of a Simple Shape Shader). Most of these items will be hidden behind other items according to the Z-depth buffer in the view, except for shader-specific drawings and some special objects which are always drawn on top to maintain visibility. Please give us feedback on the new behaviour so we can further refine it.

An experimental solution to an occasional problem where the 3D Preview would become unresponsive to some types of interaction.

Bug fixes to the visual 'disabled' status of node outputs and connection lines in the Node Network.

Other internal changes that are not meant to affect outward behaviour.

If you have an active license of Terragen 4 Professional or Creative, use the Check for Updates feature in the application to get links to the latest 4.8 builds.
#2
Terragen Support / Terragen Python Bridge
Last post by WAS - August 23, 2025, 04:00:37 AM
The RPC had me thinking, why not have a python scripting bridge in node network? A node which allows scripting and could create primitive outputs, or output images. 

For example, AI is all the rage I am a developer in the scene. I want to come back to Terragen but don't have much time. But if I had a bridge here, i could create HDRI with a LoRA and output all within Terragen and use in a skybox. Or generate textures and depth and normals and output in workflow. If I don't like it, I can generate a new one which is fed downstream immediately, no searching PC looking and images. Maybe the outputs could be cached project assets and use that asset in place of the nodes python being ran (in a new session). 

Brainstorming. Had a few beers. Love Terragen still deep in my heart. 
#3
Terragen Support / Re: My License
Last post by WAS - August 23, 2025, 03:54:00 AM
That is a good idea. Though I have always been scared to touch my CPU. I once spent all my money on them top of the line AMD machine, with brand new HD6950 for my friend to fiddle with and fry it and GPU messing with voltages. It scared me. Lol

Sorry for the late reply. Been so busy. 
#4
Tools, Utilities / Script: node_network_layout.py
Last post by Kevin Kipper - August 22, 2025, 12:42:56 AM
When adding a new node to a Terragen project via the Remote Procedure Call (RPC) feature, the default behavior is to position the new node at the current center of the Node Network view.  This can result in nodes overlapping or stacking on top of each other, especially when a script creates many nodes at once.

Blog_NodePlacement_02_RPC_Nodes_Centered.jpg

There's a new Python script in the commons folder of the Redmaw TG Toolkit called node_network_layout.py that attempts to position a newly created node in the UI without overlapping another node.  The script is not run by itself, rather it's imported into your script and called right after creating a new node and setting its parameters.

Here's an example of how the newly added nodes to the project were positioned in the Node Network view using the script.

Blog_NodePlacement_03_RPC_Nodes_Refreshed.jpg

We've written a blog post about using this script which you'll find here.
https://planetside.co.uk/blog/node-placement-via-rpc/

To download the Redmaw TG Toolkit, click here.
https://github.com/RedMawVFX/redmaw-tg-toolkit.git
#5
Tools, Utilities / Script: tg_cubemap_image_stitc...
Last post by Kevin Kipper - August 22, 2025, 12:19:32 AM
Cubemap texture images come in a variety of layouts.  It seems like each 3D application has its own preference for the order and rotation of the individual images making up the texture.  Is it a horizontal cross or a vertical one?  Is the order left, front, right, back, up, down, or something else entirely?  And what about flipping or rotating an image to align a particular edge?

Well no matter what the alignment or order, we're happy to share this Python script with you that will stitch together the six cubemap images into a single cubemap texture image, however you want.

The tg_cubemap_image_stitcher.py script is part of the Redmaw TG Toolkit.  The script doesn't require Terragen to run, but you'll need the Python program and a few modules as outlined in the toolkit's documentation.

Blog_Cubemaps_20_UI-stitcher.jpg

To stitch your images together simply run the script and navigate to the folder containing the cubemap image sequence and select one of the frames; it doesn't matter which one.  The script will attempt to load the first file that matches the aliases for each "cube face".  Then it's just a matter of selecting your preferred layout and assigning an image to it.  You can even use the presets to automatically arrange the images.  You can preview and then save the cubemap texture image.

We've created a Support Diaries: Cubemap blog post that goes into more detail about creating cubemaps.

Click the link below for download and installation information for the entire toolkit.
https://github.com/RedMawVFX/redmaw-tg-toolkit

Or, click the link below to go directly to the tg-cubemap-image-stitcher folder in the toolkit.
https://github.com/RedMawVFX/redmaw-tg-toolkit/tree/main/scripts/tg-cubemap-image-stitcher
#6
Tools, Utilities / Script: tg_cubemap_cameras.py
Last post by Kevin Kipper - August 22, 2025, 12:06:12 AM
If you've ever needed to create a cubemap texture image from your Terragen 4 or Terragen Sky Early Access  project, you know the process to add six cameras and optionally a dedicated render node can take a bit of work. 

Blog_Cubemaps_24_CubeXplo.jpg

We've recently covered this process in the Support Diaries: Cubemaps blog post, and we're happy to share a new Python script to help automate the cubemap setup process.

The script is included in the Redmaw TG Toolkit.  It doesn't have a User Interface, you simply select the camera in your project that you want the cubemap cameras to be based on, and then run the script.  Six new cameras will be added to the project and a dedicated render node for them.  The blog post and the script's readme file contain more information about using the script.

Blog_Cubemaps_16_PRCBeforeAfter.jpg

Click the link below for download and installation information for the entire toolkit.
https://github.com/RedMawVFX/redmaw-tg-toolkit

Or, click the link below to go directly to the tg-cubemap-cameras folder in the toolkit.
https://github.com/RedMawVFX/redmaw-tg-toolkit/tree/main/scripts/tg-cubemap-cameras
#7
Image Sharing / Re: FOR A TERRAGEN-MARKETPLACE
Last post by Uwe Kronemann - August 16, 2025, 02:07:40 PM
Terragen can not make the Obj-Models perfekt. (Scale, Mtl, textures)
A new "Planetside-Terragen-Marketplace" can content good controlled models for Terragen!
for gamer: !Obj-models gameready!        U.Kronemann, Germany
#8
Image Sharing / Re: FOR A TERRAGEN-MARKETPLACE
Last post by Dune - August 15, 2025, 12:50:07 AM
There was once a marketplace for objects and presets, but it was hacked and plundered, so I don't think there will be chance of another one. Also, there's a lot of stuff out there that can be imported and adjusted, so I don't think there's a great need.
And this place isn't frequented too often (is my impression), which is actually too bad, as there's tons of info hidden in all the threads.
#9
Image Sharing / Re: FOR A TERRAGEN-MARKETPLACE
Last post by Uwe Kronemann - August 14, 2025, 11:48:38 PM
FOR PLANETSIDE/TERRAGEN-MARKETPLACE
Dear Terragen-Moderators, Terragen Artists & Freaks.
Please help me a little for the campaign "Marketplace/ Store".
Terragen artists & freaks need 3d-models for imports
in terragen projects! A "Planetside Terragen Marketplace"!
Controlled models (OBJ,scaled,Mtl a.Textures complete)

E-Mail: support@planetside.co.uk
Write only some words:
    For a planetside marketplace
or For a Terragen marketplace
or Terragen must have marketplace
              Thanks & by, U.Kronemann (Germany)
#10
Terragen Discussion / Re: Planetside Marketplace - p...
Last post by Uwe Kronemann - August 14, 2025, 11:20:39 PM
( First Thanks to moderators, for not delete the article from me )

FOR PLANETSIDE/TERRAGEN-MARKETPLACE
Dear Terragen-Moterators, Terragen Artists & Freaks.
Please help me a little for the campaign "Marketplace/ Store".
Terragen artists & freaks need 3d-models for imports
in terragen projects! A "Planetside Terragen Marketplace"!
Controlled models (OBJ,scaled,Mtl a.Textures complete)


E-Mail: support@planetside.co.uk
Write only some words:
    For a planetside marketplace
or For a Terragen marketplace
or Terragen must have marketplace
              Thanks & by, U.Kronemann (Germany)