Hi Greg(?)
That's quite an extensive post

It would be best if a Planetside representative would answer to your remarks and questions, but as an experienced user I might be able to clarify a couple of things, although some of your workflow descriptions are a bit difficult to follow for me.
Quote from: gregtee on February 07, 2013, 02:49:54 AM
First, I really missed the Linux version. As a facility we still have the old pre 2.0 Terragen with early versions of some of what are now standard features, but it would be great to have a current version that runs on Linux so that artists don't have to have dual workstation setups at their desks.
I remember some people had TG2 run succesfully using Wine.
That was quite a while ago though, so I'm not sure how it will do at this moment.
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With regards to animation, the biggest issue I had was with its lack of parenting abilities and very basic curve editor. Not being able to quickly move animation from one source to another in a single file is a pain. I know the chan file exists but not every animateable paremeter supports it. For example if I want to take the animation of a rotating planet and put it on a texture transform node, the only way to do it it seems is to hand copy, one at a time, the curves from each axis of the source and paste them into the corresponding rotational axis of the target node. You also have to make sure you're doing this with frame 0 set on the timeline or your animation will be offsett however many frames your timeline was set at.
I suppose you did have a look at the animation curve edit panel? You can access it by hitting F8. I guess you did find and use it, but found it too limited in fuctionality?
If I'm not mistaken it allows for copying curves from one parameter to the other.
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Lack of parenting is another problem. For example, my scene required that I have a rotating planet with clouds attached to the atmosphere. Since you can't attach the atmosphere to the planet as it moves, the only way to get the clouds to stick to their positions as the planet rotated was to track a projection camera that stayed stationary over its respective place on the earth as the earth turned. Spherical mapping was not an option btw as the resolution needed for the cloud's image map wasn't of sufficient resolution. I figured I'd need a map of at least 85k across to maintain map detail and TG would crash at anything over about 50k, so projection cameras with high res satellite images were used instead. This meant we had to export a camera from Maya what was constrained to a rotating planet and written out as an FBX file, and while this worked quit well, it was a more time consuming and cumbersome process to go through then normally one would want to in an environment with tight deadlines. An easier solution would have been to just position a projection camera where you need it, target it to the planet's center so your projection is square on the surface of the atmosphere and then lock it into position so no matter how the planet rotates the projection camera always stays locked to its position. This would have other uses too for projecting terrain maps and such.
Parenting abilities, to my knowledge, is a feature the development team is aware of as it has been discussed here before.
As far as rotating clouds/textures and the like in 2.5. I think that should work now that some shaders, like the transform shader and planet shader have additional texture controls.
I don't know it by heart at this moment at work, but I can have a look at it tonight.
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The overall interface with regards to how TG displays its world with the constantly subdividing mesh tends to slow workflow speed. It would be nice if instead of trying to constantly render polygons every time you touch something in the interface that it would just display a wireframe of everything and not try and constantly subdivide a sort of rendered half resolved mesh. This is something that Vue does quite well and it drove some of my artists a little crazy because the machines they were working on weren't the fastest ones we have, so navigating around their scenes was often times cumbersome. Wireframe options that don't try and constantly resolve themselves into higher levels of detail would be preferable.
I'm not familiar with how Vue is doing this and if it is doing this whether it is with a fully procedural planet?
As far as I can recall Vue can't handle such scenes, still.
Anyway, regardless of that, I think a wireframe option would be nice.
Further you can of course just pause the preview

make the adjustments and unpause to see what it does.
A wireframe preview which does not subdivide into further detail would mean that for the entire camera view TG would need to cache geometry, which I can imagine in many situations isn't feasible.
If you would have the terrain shown as wireframe then we would also need a slider for the amount of subdivisions applied in the 3D preview.
I'm a bit afraid that there's also the possibility of a user error here.
The 3D preview render speed relies quite heavily on your atmosphere complexity and the atmosphere render settings.
Just let a 3D preview finish with 8 and 128 atmosphere samples and you'll see how it affects the 3D preview. The same accounts for clouds.
In many situations, if you are just working on the terrain for example, it's just best to switch off the rendering of atmosphere for the 3D preview.
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The ability to set up shot level presets would be useful. For example, having certain render settings, camera FOVs and such pre defined and loadable into TG scenes would be useful. It's great that the FBX loader handles this for the camera and shot length, but also having render settings pre defined and accessible depending on the needs of a shot would be helpful.
There are 2 options for this:
1) clip files
2) customised default scene
1) as you may know you can save a selection of nodes as a clipfile and import that into another TG project.
This is useful if you have, for example, a solid working terrain texturing network which you want to apply into other projects.
Select the entire shading/texturing network and save it as clipfile. Saves you a lot of time
2) If you use certain mini-networks (function based voronoi noise networks) or always the same test render settings then it would save you a lot of time to customise the default scene for TG2.
You can adjust renderers, cameras and what not to your preferences so that they are always available when you start up TG2.
or
A nice feature would be to have the "node palette" contain a clipfile library which you can drag and drop into your network.
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Python support would be huge. Many of our facility pipeline tools use python and having hooks into TG so that other workflows can more seamlessly integrate with it would be extremely helpful.
Python is on the developments' team radar:
http://www.planetside.co.uk/forums/index.php?topic=12043.msg121368#msg121368http://www.planetside.co.uk/forums/index.php?topic=7097.msg75528#msg75528http://www.planetside.co.uk/forums/index.php?topic=7132.msg77774#msg77774To summarize I think a lot of the experiencies you have layed out here are not unique or new so to say.
It's safe to say that the majority is also known to the Planetside team.
However, like I stated before it might be best if one of them chimes in here to give you the most up to date information and inspiration.
Cheers,
Martin