I couldnt agree more with the initial observation.
I'm absolutely new to landscape rendering and am trying to pick it up just for fun as I have taken a year off to write a book (my first - perhaps I'm dreaming) and want to create a novel around a specific landscape that I want to use Terragen to help me visualise.
Despite having a degree in robotics and being fairly IT/software programming literate, I find that I'm continually frustrated by options in many terrains, shaders etc that I just have no idea what they do and the help guides in many instances just don't provide anything useful if (I'm assuming) you're not previously from the 3D terrain community. I often find myself reading up on the web to find out what the heck something like a "Noise octave" might do and why its important, but even after researching it have little idea of what a value in Terragen may do to a scene at a certain scale, then trying to tie it all together into something like the "Fully Procedural Planet ~ BETA release" and other info I've found on the forums I think will take me well beyond the time I can give to learning this to a reasonable level.
Here's an example for the "Heightfield erode v3" documentation. I did about 60 different renders for most of a day to try and understand what it did...
Field ; "Flow Distance"
Definition on Terragen Node Reference description - NIL
Definition for layman (made up by me based on tests) - Value entered [appears to be] the distance (in metres?) that sediment from a high point will flow down to a low point. But it may also be the distance it travels before settling, as my tests don't show sediment settling if the duration is high....therefore I assume that the description on this field should probably say (if I'm correct) that sediment from each iteration of the duration will wash the sediment to a lower level.
Field ""Duration"
Definition on Terragen Node Reference description - NIL
Definition for layman (made up by me based on tests) - I assume this is the number of iterations of erosion that will be applied to the terrain, as above, I assume that each iteration of duration washes sediment from the previous iteration down one more level....
Same lack of description applies to Erosion power (I assume how deeply it cuts but the numbers are meaningless - is 0.25 equivalent to a 25cm cut per duration?), Deposition (what does "1" mean??), deposition rate (ditto), diffusion, diffusion adapts to slope, slip at angle (WTH for the last 3?)...hopefully you see my point.
Don't get me wrong - I absolutely love the product (and have extensively read the www community on 3D rendering and they tend to point me at this product repeatedly) and will readily upgrade from the free version to the commercial version once I feel I can actually use it effectively, but as it stands, the lack of 'laymans' explanations of what a setting does is limiting my ability to learn the product and to be honest if I havent got much better at it in the next two weeks I (having already spent 3 weeks trying to learn it) I'll move onto a different product in the hope I find something more user friendly - and spend my money there. Looking at cypher's "Fully Procedural Planet BETA" just leaves me confused and embarrassed about how little I know (and in awe of what he's done). I looked at the Vue web-site today and I'll probably try that in the next week or so, in the same way that I moved off Mojoworld after a few days of fiddling with that and went to Terragen as it was initially easier to pick up.
So rather than just whining here (which I freely admit isn't positive), I'd like to pose the following questions :-
1) Is Terragen targeted purely at the high end landscape generator professional market, and is therefore reliant on its potential client-base knowing many of the terms and functions used before they touch the product? My guess, based on the price point, is that this is not the case.
2) How did those of you those of you new to 3D landscape generation learn to use this product and how long did it take?
To give you an idea of where I've got to in the last few weeks, I can :-
a) Create a random planet (of any size) with randomly distributed hights etc and oceans.
b) Use shaders based on height to colour the planet from beach to snowline
c) Import xFrog free plant objects into the terrain and polulate patches with differing vegetation
d) Import a greyscale heightmap based on a real world file from NOAA (after some playing around in photoshop) to create a portion of terrain, but at 2900km x 2900km the northern edge sits way above the planets curved surface....and I have little control over the height of object (resizing crashes my PC- 2.4GHz 8GB RAM)
e) Import multiple segments of the above map to try and overcome the above crashes and give me more control over the shaders (eg higher snowline etc at the equator than the poles), but find the join between segments problematic - and have spent days playing with blending and going through the forum with no success so far....
The above points are included to give you an understanding that I've been able to create great random planets, colours, trees etc quite satisfactorily and relatively quickly, but as soon as I want to try and do something beyond random, the learning curve goes through the roof. If the Terragen developers answer to (1) above is that Terrgane 2 its intended for mass appeal, then I reiterate the comments at the beginning of this thread - you need to do more for the semi-educated layman if you want this to have mass appeal - I feel that at this stage of the product, time spent creating newer, greater and more complex functions are going to be less important to your commercial success than solid documentation, and it would be a shame to see this product wither from the lack of same.
Regards
Todd