https://www.planetside.co.uk/wiki/api.php?action=feedcontributions&user=Mohawk20&feedformat=atomTerragen Documentation from Planetside Software - User contributions [en]2024-03-28T21:33:14ZUser contributionsMediaWiki 1.31.0https://www.planetside.co.uk/wiki/index.php?title=Terragen_Tutorials&diff=51Terragen Tutorials2009-05-21T21:42:08Z<p>Mohawk20: </p>
<hr />
<div>== [[Beginner Video Tutorials by Neuspadrin]] ==<br />
Some beginner video tutorials hosted on youtube, along with some helpful files, links, and tips.<br />
<br />
== [http://nwda.webnode.com/news/creating-a-dof-in-tg2/ Creating And Applying A Depth Of Field Mask] ==<br />
by Martin<br />
<br />
Ever wanted to give convincing depth of field to your Terragen-renders?<br />
Tired of laborous manually masking of fore- or background elements for depth of field?<br />
<br />
Terragen 2 offers accurate rendering of Depth Of Field masks.<br />
An extensive tutorial + example-scene + video can be found in the TG2-articles section here:<br />
<br />
[http://nwda.webnode.com/news/creating-a-dof-in-tg2/ Creating and Applying A Depth Of Field Mask]<br />
<br />
Enjoy!<br />
Martin<br />
<br />
<br />
== [http://nwda.webnode.com/news/terragen-2-atmosphere-clouds-tutorial-in-3-steps/ Cumulus Clouds Tutorial In 3 Simple Steps] ==<br />
Beginner level tutorial by FrankB<br />
<br />
Learn how to create nice looking 3D cumulus clouds in just 3 simple steps. <br />
[http://nwda.webnode.com/news/terragen-2-atmosphere-clouds-tutorial-in-3-steps/ Cumulus Clouds Tutorial In 3 Simple Steps].<br />
<br />
<br />
== [http://nwda.webnode.com/news/distance-shader-magic/ Distance Shader Magic - An Introduction] ==<br />
by FrankB<br />
<br />
This tutorial explains how to make use of the Distance Shader in various situations.<br />
[http://nwda.webnode.com/news/distance-shader-magic/ Distance Shader Magic]<br />
<br />
<br />
== [http://nwda.webnode.com/news/making-of-wilderness/ Making of "Wilderness"] ==<br />
by Franck<br />
<br />
This is a "making of", step-by-step tutorial on how the beautiful render "Wilderness" was created. It covers many areas of TG2 from procedural terrain creation, over to fake rocks, object populations and atmosphere.<br />
[http://nwda.webnode.com/news/making-of-wilderness/ Making of "Wilderness"]<br />
<br />
<br />
== [http://www.terragen.org/index.php?action=tpmod;dl=item258 Making of "On the Road"] ==<br />
by old_blaggard<br />
<br />
This is a tutorial that describes the entire process in creating my "On the Road" image. It includes a PDF tutorial and the file for the scene. It is an excellent beginner resource for those who want to follow the logic of an entire scene being constructed.<br />
<br />
<br />
== [http://www.ironworld.org/mr_lamppost/TG2/guides/paintsky.htm Using the Painted Shader to “Paint” clouds into the sky] ==<br />
by Mr_Lamppost<br />
<br />
An easy to follow step be step tutorial showing how the Painted Shader can be used to control the positioning of clouds in a scene; effectively allowing clouds to be “Painted” onto the sky.<br />
<br />
Please note the the Mr_Lamppost pages are very much under construction so many of the links to other pages are not working yet. Everything needed fror this tutorial works fine though.<br />
<br />
<br />
== [http://nwda.webnode.com/news/intersect-underlying-explained-videos-/ Intersect Underlying Explained (with videos)] ==<br />
by FrankB<br />
<br />
Through two animations / videos, this tutorial explains and visualizes how intersection shift and intersection zone works in the "intersect underlying" feature of the surface layer. The tutorial focuses on the "displacement intersection" algorithm. This is particularly useful e.g. in creating convincing snow, that should cover up smaller terrain features.<br />
[http://nwda.webnode.com/news/intersect-underlying-explained-videos-/ Intersect Underlying Explained (with videos)]<br />
<br />
<br />
== [http://www.archer-designs.com/tutorials/terragen2/working-with-gis-data/ Blending Terragen 2 with GIS Data] ==<br />
GIS Data primer by Ryan Archer<br />
<br />
One of the greatest benefits of Terragen 2 is that you can quickly and easily import and use real world data and information in any of your renders. There is a great deal of data available for free download on the internet, but it can be fairly confusing to both find what you need and then figure out what it is you have. I will try and make sense of a few basic ideas and you can take it from there. Some knowledge about geographic information systems would be of benefit, but should not be totally necessary.<br />
[http://www.archer-designs.com/tutorials/terragen2/working-with-gis-data/ Blending Terragen 2 with GIS Data]<br />
<br />
<br />
== [http://www.archer-designs.com/tutorials/terragen2/splitting-objects-with-poseray/ Splitting Objects with PoseRay] ==<br />
How to Split Objects into Multiple parts by Ryan Archer<br />
<br />
This is a partially obsolete tutorial on how to split Object files into multiple pieces using PoseRay. Still of use for removing any elements of an object you do not need to see or waste resources rendering.<br />
[http://www.archer-designs.com/tutorials/terragen2/splitting-objects-with-poseray/ Splitting Objects with PoseRay]<br />
<br />
<br />
== [[Parting Sea Tutorial]] ==<br />
By Mohawk20<br />
<br />
This is an unfinished, quick and dirty tutorial to create your very own Parted Sea in just a few minutes (and then wait a long time while it renders).</div>Mohawk20https://www.planetside.co.uk/wiki/index.php?title=Terragen_Tutorials&diff=50Terragen Tutorials2009-05-21T21:40:56Z<p>Mohawk20: </p>
<hr />
<div>== [[Beginner Video Tutorials by Neuspadrin]] ==<br />
Some beginner video tutorials hosted on youtube, along with some helpful files, links, and tips.<br />
<br />
== [http://nwda.webnode.com/news/creating-a-dof-in-tg2/ Creating And Applying A Depth Of Field Mask] ==<br />
by Martin<br />
<br />
Ever wanted to give convincing depth of field to your Terragen-renders?<br />
Tired of laborous manually masking of fore- or background elements for depth of field?<br />
<br />
Terragen 2 offers accurate rendering of Depth Of Field masks.<br />
An extensive tutorial + example-scene + video can be found in the TG2-articles section here:<br />
<br />
[http://nwda.webnode.com/news/creating-a-dof-in-tg2/ Creating and Applying A Depth Of Field Mask]<br />
<br />
Enjoy!<br />
Martin<br />
<br />
<br />
== [http://nwda.webnode.com/news/terragen-2-atmosphere-clouds-tutorial-in-3-steps/ Cumulus Clouds Tutorial In 3 Simple Steps] ==<br />
Beginner level tutorial by FrankB<br />
<br />
Learn how to create nice looking 3D cumulus clouds in just 3 simple steps. <br />
[http://nwda.webnode.com/news/terragen-2-atmosphere-clouds-tutorial-in-3-steps/ Cumulus Clouds Tutorial In 3 Simple Steps].<br />
<br />
<br />
== [http://nwda.webnode.com/news/distance-shader-magic/ Distance Shader Magic - An Introduction] ==<br />
by FrankB<br />
<br />
This tutorial explains how to make use of the Distance Shader in various situations.<br />
[http://nwda.webnode.com/news/distance-shader-magic/ Distance Shader Magic]<br />
<br />
<br />
== [http://nwda.webnode.com/news/making-of-wilderness/ Making of "Wilderness"] ==<br />
by Franck<br />
<br />
This is a "making of", step-by-step tutorial on how the beautiful render "Wilderness" was created. It covers many areas of TG2 from procedural terrain creation, over to fake rocks, object populations and atmosphere.<br />
[http://nwda.webnode.com/news/making-of-wilderness/ Making of "Wilderness"]<br />
<br />
<br />
== [http://www.terragen.org/index.php?action=tpmod;dl=item258 Making of "On the Road"] ==<br />
by old_blaggard<br />
<br />
This is a tutorial that describes the entire process in creating my "On the Road" image. It includes a PDF tutorial and the file for the scene. It is an excellent beginner resource for those who want to follow the logic of an entire scene being constructed.<br />
<br />
<br />
== [http://www.ironworld.org/mr_lamppost/TG2/guides/paintsky.htm Using the Painted Shader to “Paint” clouds into the sky] ==<br />
by Mr_Lamppost<br />
<br />
An easy to follow step be step tutorial showing how the Painted Shader can be used to control the positioning of clouds in a scene; effectively allowing clouds to be “Painted” onto the sky.<br />
<br />
Please note the the Mr_Lamppost pages are very much under construction so many of the links to other pages are not working yet. Everything needed fror this tutorial works fine though.<br />
<br />
<br />
== [http://nwda.webnode.com/news/intersect-underlying-explained-videos-/ Intersect Underlying Explained (with videos)] ==<br />
by FrankB<br />
<br />
Through two animations / videos, this tutorial explains and visualizes how intersection shift and intersection zone works in the "intersect underlying" feature of the surface layer. The tutorial focuses on the "displacement intersection" algorithm. This is particularly useful e.g. in creating convincing snow, that should cover up smaller terrain features.<br />
[http://nwda.webnode.com/news/intersect-underlying-explained-videos-/ Intersect Underlying Explained (with videos)]<br />
<br />
<br />
== [http://www.archer-designs.com/tutorials/terragen2/working-with-gis-data/ Blending Terragen 2 with GIS Data] ==<br />
GIS Data primer by Ryan Archer<br />
<br />
One of the greatest benefits of Terragen 2 is that you can quickly and easily import and use real world data and information in any of your renders. There is a great deal of data available for free download on the internet, but it can be fairly confusing to both find what you need and then figure out what it is you have. I will try and make sense of a few basic ideas and you can take it from there. Some knowledge about geographic information systems would be of benefit, but should not be totally necessary.<br />
[http://www.archer-designs.com/tutorials/terragen2/working-with-gis-data/ Blending Terragen 2 with GIS Data]<br />
<br />
<br />
== [http://www.archer-designs.com/tutorials/terragen2/splitting-objects-with-poseray/ Splitting Objects with PoseRay] ==<br />
How to Split Objects into Multiple parts by Ryan Archer<br />
<br />
This is a partially obsolete tutorial on how to split Object files into multiple pieces using PoseRay. Still of use for removing any elements of an object you do not need to see or waste resources rendering.<br />
[http://www.archer-designs.com/tutorials/terragen2/splitting-objects-with-poseray/ Splitting Objects with PoseRay]<br />
<br />
<br />
== [http://www.planetside.co.uk/wiki/index.php/Parting_Sea_Tutorial/ Parting Sea Tutorial] ==<br />
By Mohawk20<br />
<br />
This is an unfinished, quick and dirty tutorial to create your very own Parted Sea in just a few minutes (and then wait a long time while it renders).</div>Mohawk20https://www.planetside.co.uk/wiki/index.php?title=Parting_Sea_Tutorial&diff=49Parting Sea Tutorial2009-05-21T21:37:18Z<p>Mohawk20: </p>
<hr />
<div>'''Mohawk is writing his tutorial for his Parting Sea scene here, or at least he says he is... :p'''<br />
<br />
<br />
Creating a scene like the Parting Sea is not very hard to do, it just take time, and lots of it.<br />
What you need is a lake, and a painted shader.<br />
Set the water's height to the desired level, and start painting.<br />
<br />
Remember to use enough brush falloff to have a gradient on the edges. That way you won't have hard edges later on.<br />
<br />
What I did in my scene was paint straight along the x axis, so I could follow the line of the bounding box. It also helped when I added both height fields for the shores.<br />
<br />
Once you have painted the line, create a displacement shader. Plug your painted shader into the displacement shader and plug that into the lake's plane object.<br />
Now open the settings of the displacement shader and set a negative value.<br />
If all went according to plan, the line you made should now have become a gully.<br />
<br />
Adjust the displacement value until the bottom of the gully is just below the planets surface. You should have a slope from the ground to the vertical edge of the water, unless the water plane is very high and the displacement very strong.<br />
<br />
Increase the wave size and roughness of the water to get less smooth walls.<br />
<br />
To increase render times, add a surface layer with a green colour and a strongly warped fractal breakup shader to create a seaweed impression (also plug the fractal breakup shader into the surface layer's displacement input to add depth).<br />
Add another surface layer with a reflective shader as a child, so the seabed looks wet and muddy.<br />
<br />
Place the camera at the right spot, et voilla, your very own parted sea.</div>Mohawk20https://www.planetside.co.uk/wiki/index.php?title=Parting_Sea_Tutorial&diff=48Parting Sea Tutorial2009-05-21T21:37:00Z<p>Mohawk20: </p>
<hr />
<div>[b]Mohawk is writing his tutorial for his Parting Sea scene here, or at least he says he is... :p[/b]<br />
<br />
<br />
Creating a scene like the Parting Sea is not very hard to do, it just take time, and lots of it.<br />
What you need is a lake, and a painted shader.<br />
Set the water's height to the desired level, and start painting.<br />
<br />
Remember to use enough brush falloff to have a gradient on the edges. That way you won't have hard edges later on.<br />
<br />
What I did in my scene was paint straight along the x axis, so I could follow the line of the bounding box. It also helped when I added both height fields for the shores.<br />
<br />
Once you have painted the line, create a displacement shader. Plug your painted shader into the displacement shader and plug that into the lake's plane object.<br />
Now open the settings of the displacement shader and set a negative value.<br />
If all went according to plan, the line you made should now have become a gully.<br />
<br />
Adjust the displacement value until the bottom of the gully is just below the planets surface. You should have a slope from the ground to the vertical edge of the water, unless the water plane is very high and the displacement very strong.<br />
<br />
Increase the wave size and roughness of the water to get less smooth walls.<br />
<br />
To increase render times, add a surface layer with a green colour and a strongly warped fractal breakup shader to create a seaweed impression (also plug the fractal breakup shader into the surface layer's displacement input to add depth).<br />
Add another surface layer with a reflective shader as a child, so the seabed looks wet and muddy.<br />
<br />
Place the camera at the right spot, et voilla, your very own parted sea.</div>Mohawk20https://www.planetside.co.uk/wiki/index.php?title=Parting_Sea_Tutorial&diff=46Parting Sea Tutorial2009-05-21T21:36:26Z<p>Mohawk20: moved User:Mohawk20 to Parting Sea Tutorial</p>
<hr />
<div>Mohawk is writing his tutorial for his Parting Sea scene here, or at least he says he is... :p<br />
<br />
<br />
Creating a scene like the Parting Sea is not very hard to do, it just take time, and lots of it.<br />
What you need is a lake, and a painted shader.<br />
Set the water's height to the desired level, and start painting.<br />
<br />
Remember to use enough brush falloff to have a gradient on the edges. That way you won't have hard edges later on.<br />
<br />
What I did in my scene was paint straight along the x axis, so I could follow the line of the bounding box. It also helped when I added both height fields for the shores.<br />
<br />
Once you have painted the line, create a displacement shader. Plug your painted shader into the displacement shader and plug that into the lake's plane object.<br />
Now open the settings of the displacement shader and set a negative value.<br />
If all went according to plan, the line you made should now have become a gully.<br />
<br />
Adjust the displacement value until the bottom of the gully is just below the planets surface. You should have a slope from the ground to the vertical edge of the water, unless the water plane is very high and the displacement very strong.<br />
<br />
Increase the wave size and roughness of the water to get less smooth walls.<br />
<br />
To increase render times, add a surface layer with a green colour and a strongly warped fractal breakup shader to create a seaweed impression (also plug the fractal breakup shader into the surface layer's displacement input to add depth).<br />
Add another surface layer with a reflective shader as a child, so the seabed looks wet and muddy.<br />
<br />
Place the camera at the right spot, et voilla, your very own parted sea.</div>Mohawk20https://www.planetside.co.uk/wiki/index.php?title=User:Mohawk20&diff=47User:Mohawk202009-05-21T21:36:26Z<p>Mohawk20: moved User:Mohawk20 to Parting Sea Tutorial</p>
<hr />
<div>#REDIRECT [[Parting Sea Tutorial]]</div>Mohawk20https://www.planetside.co.uk/wiki/index.php?title=Parting_Sea_Tutorial&diff=45Parting Sea Tutorial2009-05-21T21:32:55Z<p>Mohawk20: Created page with 'Mohawk is writing his tutorial for his Parting Sea scene here, or at least he says he is... :p Creating a scene like the Parting Sea is not very hard to do, it just take time, ...'</p>
<hr />
<div>Mohawk is writing his tutorial for his Parting Sea scene here, or at least he says he is... :p<br />
<br />
<br />
Creating a scene like the Parting Sea is not very hard to do, it just take time, and lots of it.<br />
What you need is a lake, and a painted shader.<br />
Set the water's height to the desired level, and start painting.<br />
<br />
Remember to use enough brush falloff to have a gradient on the edges. That way you won't have hard edges later on.<br />
<br />
What I did in my scene was paint straight along the x axis, so I could follow the line of the bounding box. It also helped when I added both height fields for the shores.<br />
<br />
Once you have painted the line, create a displacement shader. Plug your painted shader into the displacement shader and plug that into the lake's plane object.<br />
Now open the settings of the displacement shader and set a negative value.<br />
If all went according to plan, the line you made should now have become a gully.<br />
<br />
Adjust the displacement value until the bottom of the gully is just below the planets surface. You should have a slope from the ground to the vertical edge of the water, unless the water plane is very high and the displacement very strong.<br />
<br />
Increase the wave size and roughness of the water to get less smooth walls.<br />
<br />
To increase render times, add a surface layer with a green colour and a strongly warped fractal breakup shader to create a seaweed impression (also plug the fractal breakup shader into the surface layer's displacement input to add depth).<br />
Add another surface layer with a reflective shader as a child, so the seabed looks wet and muddy.<br />
<br />
Place the camera at the right spot, et voilla, your very own parted sea.</div>Mohawk20