Terragen 3 - some thoughts on the pre release

Started by digitalguru, August 13, 2013, 06:05:42 PM

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digitalguru

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?

Matt

#1
I'm going to try to restore the ability to render very small scales.

The other render elements might be possible but I do not want to promise anything yet. A raw shadow element depends on how we define shadow. Different renderers seem to handle this differently. Do you have an example I can follow?

Matt
Just because milk is white doesn't mean that clouds are made of milk.

Dune

QuoteI'm going to try to restore the ability to render very small scales.
I was hoping you would  :D


Hannes


j meyer

+1 for the scales and the shadow pass.

As for the shadows I think drop shadows of objects/features and protrusions in general.
The other shadows should be handled as AO.Just my two cents.
Digitalguru should know better than me,though.

digitalguru

Hi Matt,

will be great to see small scale fractals in TG3!

On the shadow front have a look at the the files in the attached archive. I think two types of shadow pass would work:

shadow_pass.shadow is diffuse light that was blocked by other objects, this could work for a simple comp where just the level of the shadows needed to be adjusted and shouldn't introduce any multiplcation errors.

The second - shadow_pass.matteShadow would work for a relighting workflow. The lighting is synthetic anyway and you wouldn't want a shadow pass with any color information for this effect.

If you've got access to Nuke there's a Nuke script attached.

https://www.dropbox.com/s/7fgwwismwfn26cc/shadow_passes.rar

Matt

Just because milk is white doesn't mean that clouds are made of milk.