Experimenting with a scene in Terragen 3 and its excellent- in particular the Render Elements, spherical camera and new populations will make a great improvement!
Come across one issue translating the scene to the new version, in the power fractal shader. I've got some rocks very close to camera, and upgrading the scene has lost the detail in the fractal. Looks like I can't increase the octaves when the feature scale is very small. I notice in the release docs that this has now been capped to reduce errors.
Just tried using a transform shader and it seems to scale down the fractal to where I had it in TG2, but that now adds an extra layer of nodes to my shader tree - I've got a bunch of power fractals of descending fractal scales plugged into each other. So to make in work in TG3 I guess I'll have to go back through them and scale some ofl the ratios up by an order of magnitude, then scale them with a transform shader at the end of tree.
Is there a way we can get the old behaviour back? Looked great back in TG2 and didn't see anything error particularly, though it may be different in an animation, but for a still it was working ok.
Also some thoughts on the render elements - would be great to have a raw shadow render element in a future version - would make the relighting trick in comp much more useful.
Also would be great to have an id render element... something you could assign a node to a constant RGB pass - would make tweaking populations, objects etc rendered out of one pass a breeze, I guess the easiest way would be to use the group system to send it to a red, green or blue id or even base it on a surface layer, object or population level?