Terragen 4 and Game Development

Started by laneallen, April 05, 2016, 02:10:52 PM

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laneallen

I'm curious if Terragen 4 will be making any improvements in the game development workflow. I've been researching terrain generation solutions, and I really like what I see coming out of Terragen.

Some issues:
http://www.planetside.co.uk/forums/index.php/topic,19595.msg192701.html#msg192701
Oshyan: "Terragen can be used for game asset creation, but that's not its strongest area."
Is there any planned changes in T4 to improve this?

http://www.planetside.co.uk/forums/index.php/topic,20466.0.html
This is the case study of Terragen / Unity workflow (by Veselin Efremov), which is wonderful. This is fairly close to some of the things I want to achieve, and a lot of his pipeline is similar. Although I'll be using Unreal Engine 4.

(From UE4 forums) https://forums.unrealengine.com/showthread.php?104693-Is-there-any-aternative-heightmap-softwares-than-World-Machine&highlight=Terragen
"a benefit of TG is also its cloud/atmospherics engine. its incredibly awesome." - Cloud and atmosphere will be an important feature for me, mostly why I'm leaning towards Terragen (in addition that you have a Mac release). But "doesn't play well with others" is my only pause for committing. If I create wonderful looking clouds and atmospheres within Terragen, is the only use more for mattes, or is there a way of getting that within a game engine as animation data/effects.

I'm pushing heavily on a procedural workflow using Substance Painter/Designer (asset texturing with very small file sizes), Houdini (visual effects and general asset creation), and the only non-procedural part is Zbrush. The last piece of my pipeline is terrain/environment, and I'm hoping Terragen will potentially fill that roll. I know T4 is being worked on currently, but is there any considerations for improvements in gamedev?

Thanks in advance, and hopefully a new Terragen user.

TheBadger

#1
T3 currently outputs vector displacement maps. You should have no problems getting to Unreal. Either directly, or by taking the TG produced vector to your primary 3D app, like Houdini or max or maya, mud, and then from there, going to unreal in the way that works best for you.

I have read that Z-brush outputs vector displacement maps, but cannot import them. The current workflow development is focused on TG to Mud. But TG can read vector maps from Z and mud and probably any other program that can create them. So vectors are a possible way to move more freely between major apps, where one program does something that another program does not, or where one soft just does it better or simply in the way you prefer.

There are also a number of threads here where users have posted about how they use TG to make skyboxes. And also environment lighting maps.

I should add, that vector output is new. or at least no one knew that it could be done until recently. Im not even sure when matt added the nodes you will use to do it.
Here is a tut that the person who brought it to public light made, pretty easy to follow, hope it will help you.
http://www.planetside.co.uk/forums/index.php/topic,21311.0.html?PHPSESSID=7c20b934464c39c492fb63c74fa8e658
It has been eaten.

laneallen

Thanks TheBadger, just the info I was looking for, as well as what to search for concerning skyboxes.

TheBadger

#3
ahh good.

May I ask, what is your experience in making games? And if you are new to it, please let us know how using TG goes for you!!! We need data too, please.

I am particularly interested in Unreal-TG workflows, like you. But also VR and augmented reality in general and with TG. so any experience you gain on those I would really like to read about.

Cheers.
It has been eaten.

kvasibarn

Quote from: laneallen on April 05, 2016, 02:10:52 PM
I'm curious if Terragen 4 will be making any improvements in the game development workflow. I've been researching terrain generation solutions, and I really like what I see coming out of Terragen.

Some issues:
http://www.planetside.co.uk/forums/index.php/topic,19595.msg192701.html#msg192701
Oshyan: "Terragen can be used for game asset creation, but that's not its strongest area."
Is there any planned changes in T4 to improve this?

http://www.planetside.co.uk/forums/index.php/topic,20466.0.html
This is the case study of Terragen / Unity workflow (by Veselin Efremov), which is wonderful. This is fairly close to some of the things I want to achieve, and a lot of his pipeline is similar. Although I'll be using Unreal Engine 4.

(From UE4 forums) https://forums.unrealengine.com/showthread.php?104693-Is-there-any-aternative-heightmap-softwares-than-World-Machine&highlight=Terragen
"a benefit of TG is also its cloud/atmospherics engine. its incredibly awesome." - Cloud and atmosphere will be an important feature for me, mostly why I'm leaning towards Terragen (in addition that you have a Mac release). But "doesn't play well with others" is my only pause for committing. If I create wonderful looking clouds and atmospheres within Terragen, is the only use more for mattes, or is there a way of getting that within a game engine as animation data/effects.

I'm pushing heavily on a procedural workflow using Substance Painter/Designer (asset texturing with very small file sizes), Houdini (visual effects and general asset creation), and the only non-procedural part is Zbrush. The last piece of my pipeline is terrain/environment, and I'm hoping Terragen will potentially fill that roll. I know T4 is being worked on currently, but is there any considerations for improvements in gamedev?

Thanks in advance, and hopefully a new Terragen user.

I used Terragen extensively in game development for about 5 years between 2000-2005, but I am eagerly awaiting getting back to it now to see what has happened the last 10 years. Just need our legal department and IT to approve the terms. :D 
fiat lux.

Dune

Welcome back then. You'd be pleasantly surprised by the versatility nowadays, but you've probably seen some stuff here.