Terragen Tutorials

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Beginner Video Tutorials by Neuspadrin[edit]

Some beginner video tutorials hosted on youtube, along with some helpful files, links, and tips.

Creating And Applying A Depth Of Field Mask[edit]

by Martin

Ever wanted to give convincing depth of field to your Terragen-renders? Tired of laborous manually masking of fore- or background elements for depth of field?

Terragen 2 offers accurate rendering of Depth Of Field masks. An extensive tutorial + example-scene + video can be found in the TG2-articles section here:

Creating and Applying A Depth Of Field Mask

Enjoy! Martin


Cumulus Clouds Tutorial In 3 Simple Steps[edit]

Beginner level tutorial by FrankB

Learn how to create nice looking 3D cumulus clouds in just 3 simple steps. Cumulus Clouds Tutorial In 3 Simple Steps.


Distance Shader Magic - An Introduction[edit]

by FrankB

This tutorial explains how to make use of the Distance Shader in various situations. Distance Shader Magic


Making of "Wilderness"[edit]

by Franck

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. Making of "Wilderness"


Making of "On the Road"[edit]

by old_blaggard

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.


Using the Painted Shader to “Paint” clouds into the sky[edit]

by Mr_Lamppost

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.

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.


Intersect Underlying Explained (with videos)[edit]

by FrankB

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. Intersect Underlying Explained (with videos)


Blending Terragen 2 with GIS Data[edit]

GIS Data primer by Ryan Archer

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. Blending Terragen 2 with GIS Data


Splitting Objects with PoseRay[edit]

How to Split Objects into Multiple parts by Ryan Archer

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. Splitting Objects with PoseRay


Parting Sea Tutorial[edit]

By Mohawk20

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).


== Wet Shores tutorial By Kevnar

A very nice and simple explanation on how to get shores to look wet in a scene.

Literally, to change the position of something. In graphics terminology to displace a surface is to modify its geometric (3D) structure using reference data of some kind. For example, a grayscale image might be taken as input, with black areas indicating no displacement of the surface, and white indicating maximum displacement. In Terragen 2 displacement is used to create all terrain by taking heightfield or procedural data as input and using it to displace the normally flat sphere of the planet.