Hut into the wild

Started by kalwalt, June 14, 2014, 07:14:01 PM

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kalwalt

...and what about this low rendering now? :)
[attach=1]
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Dune

I would leave out the large tree. If you post your tgd and the .ter (if it's not too big), I can make it work if you like (the platform).

archonforest

Quote from: kalwalt on June 25, 2014, 06:05:36 PM
...and what about this low rendering now? :)
[attach=1]

Wow!! Nice ;)
I also would try to get the big tree out of the scene... :)
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kalwalt

Quote from: Dune on June 26, 2014, 02:58:39 AM
I would leave out the large tree. If you post your tgd and the .ter (if it's not too big), I can make it work if you like (the platform).
yes, maybe without the tree is better, but it was difficult to me rearrange the sinlge instances working in linux....

you're too kind! but my project is too big, maybe i try to export witout the populations and all the nodes for the terrain ( and shaders for the its colors)

Quote from: archonforest on June 26, 2014, 03:11:19 AM
Quote from: kalwalt on June 25, 2014, 06:05:36 PM
...and what about this low rendering now? :)
[attach=1]

Wow!! Nice ;)
I also would try to get the big tree out of the scene... :)

Thank's archonforest! I agree with you...! :)
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Dune

A tgd is not that big. If you want, just attach it here as it is. Even without the .ter I should be able to make it work.

kalwalt

ok Ulco. i will try to upload!  :)
p.s. my .ter sure not, it is more than 8 megabytes...
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kalwalt

here the .tgd file  and i will attach in the next post the .ter in 7zipped format.
Thank you again for your help Ulco and every one want to have a look at it! :)
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kalwalt

My .ter terrain! :)
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Dune

Here you go. It should work now. But because of the height of the terrain (1.4km) displacement offset had to be drastically changed (it was still at 140m). You can measure altitude at a certain point in the preview (rightclick; contextmenu) and copy altitude, then paste that into the displacement offset. Also, because of the huge displacement of the terrain, a less than 100% smoothing gave too much height difference, so best to keep it at 100%. And the fractal warp was a bit extreme, so I reduced that.

kalwalt

You are my hero, Ulco! Look at this picture of the hut:
[attach=1]
I understand now why i couldn't get it works. Very, very precious help, really appreciated. I hope now to finish this picture, just a matter to adjust something in the foreground and i will do a big render.
I want also put in the sharing area a simple project as a platform making tutorial. ;) 

Many thanks again! :D
Walter
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kalwalt

This is a rendering with the platform adjusted by Ulco, witout a betula tree on the left. Some weird result on the sky like some grass floating in the air...!?! i didn't touch the grass so this seems very strange... what could be?
[attach=1]
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Dune

#71
Check out whether your camera happens to be under ground. Perhaps a rock outcrop...  I just looked again, and your camera is quite close to ground. If something like that happens you can always add another simple shape at the location of the camera and thus flatten ground there too. Uncheck the black color from other SSS's in that case, so they can be stacked.

kalwalt

Thank's Ulco for the tips! But i I solved that issue in another way, erasing a bit the painted shader under the camera, and repopulating the grass clumps. Now i'm doing a bigger rendering, we'll see what's going on.... :) ???
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Dune

By the way, you (and all of the new guys, and perhaps even some others) should name your nodes! Give them a cryptic title of what they do. You'll find that the more you work in TG, the more nodes you'll be using, and after a while you won't remember what you did where. Especially if you open a file after a year or so, and they all have their default names, you haven't got a clue what it was for.
And locate them in a neat, logical and orderly manner across the network.
Also, hide nodes inside others they feed into (select them, CTRL+X, rightclick on base node; edit internal, CTRL+V once you're inside the node, go outside again and rightclick on the little triangle inputs, and select the appropriate internal node, after which the triangle will dissappear). That gets rid of a lot of clutter.

kalwalt

Quote from: Dune on June 28, 2014, 12:27:37 PM
By the way, you (and all of the new guys, and perhaps even some others) should name your nodes! Give them a cryptic title of what they do. You'll find that the more you work in TG, the more nodes you'll be using, and after a while you won't remember what you did where. Especially if you open a file after a year or so, and they all have their default names, you haven't got a clue what it was for.
And locate them in a neat, logical and orderly manner across the network.

you are right, i must organize better my nodes. i realize that it a bit difficult to remember what a nodes do  in the forest of nodes network!

QuoteAlso, hide nodes inside others they feed into (select them, CTRL+X, rightclick on base node; edit internal, CTRL+V once you're inside the node, go outside again and rightclick on the little triangle inputs, and select the appropriate internal node, after which the triangle will dissappear). That gets rid of a lot of clutter.
This is new to me, sure i will apply to my projects! :)
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