- 1 Beginner Video Tutorials by Neuspadrin
- 2 Creating And Applying A Depth Of Field Mask
- 3 Cumulus Clouds Tutorial In 3 Simple Steps
- 4 Distance Shader Magic - An Introduction
- 5 Making of "Wilderness"
- 6 Making of "On the Road"
- 7 Using the Painted Shader to “Paint” clouds into the sky
- 8 Intersect Underlying Explained (with videos)
- 9 Blending Terragen 2 with GIS Data
- 10 Splitting Objects with PoseRay
- 11 Parting Sea Tutorial
- 12 Wet Shores Tutorial
- 13 Intro to the Fake Stones Shader
- 14 Layman's Tutorial
Some beginner video tutorials hosted on youtube, along with some helpful files, links, and tips.
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:
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.
This tutorial explains how to make use of the Distance Shader in various situations. Distance Shader Magic
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"
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.
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.
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)
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
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
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).
A very nice and simple explanation on how to get shores to look wet in a scene.
A intro into how to use the fake stone shader with other shaders to make boulders. You can also download my final tgd file
Confused? Never played with a terrain rendering program before? Might want to start here
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.
A shader is a program or set of instructions used in 3D computer graphics to determine the final surface properties of an object or image. This can include arbitrarily complex descriptions of light absorption and diffusion, texture mapping, reflection and refraction, shadowing, surface displacement and post-processing effects. In Terragen 2 shaders are used to construct and modify almost every element of a scene.