First let Me introduce myself
I'm a digital landscape artists, as stated on DevianArt categories.. I've tried so far few landscape modeling tools and have stoped to idea about 100% procedural modeling and in planetary scale. I'm pointing, that I don't wanna create static scenes with photoshoped textures just for one poster. I guess, my call is to create worlds
I'm familiar with Bryce, Vue, WorldMachine, some japanese LW plug-in, Terragen (TG) in early days and Mojoworld (MW).
So for current moment most powerfull procedural
engine in this scale is MW.. let Me add before Your screams, that I've said: "engine". Its sad true fact, that user interface (UI) to manage this engine is far from todays needs and seems have no near future chances to get this state changed
I've learned TG2 UI and it looks pretty fine and professional. Also I spend some time at this forum and have read a lot about TG users achievements and disappointments. If You still reading, I would like to describe what are my needs for landscape modeling over 7 years now.. and compose my dream machine from all those applications
First, I need fast instant preview. Its the same small window as in TG first version and in MW last versions. It helps a lot and its not depending of Your GPU speed and power. TG currently is missing this option.
Second, I need good preview of created terrain in 2d or 3d from above in whatever way it will be shown.
Current TG preview is very small and not adjustable for position (as far I get it). Anyway, I wasn't able to use it. Again, in other 3d applications (and partially in MW) we have the ability to look at preview of created texture. No such options in TG2..
Third, I need
powerfull terrain shaping tools. And I'm not pointing to just elevation or erosion (or other) tools and filters (however, that is very welcome in TG2). For heightmaps there is now plenty of such standalone applications (ah, I'm missing good old Bryce Terrain Editor..)
No, I need procedural terrain shaping tools with good sense, what I'm shaping. Current TG2 math-head tricks with nodes is very un-intuitive and not efficient. I haven't seen TG2 procedural terrain with native elements except some from alpine fractal.. which is pretty slow. The current created Tg2 procedurall terrain is just a mess! Thats why many renders shows only advanced texturing and materials of TG2, while the global scale in procedures is missing. And the truth is, this is the main reason why this post could be My last in this Forum (until TG2 will be able to give Me these tools).
To made my idea clear, let Me show example, how this works in MW.
As You can see from MW node graph, the output from fractal is transmited thru so called curve editor, which controls and converts input/output values. And You can see in final render window, that fractal terrain shape (canyon walls) now is formated as curve, which I draw. I'm not saying, that TG2 should have node exactly like this, but the control like this (shaping of terrain) should be present. Then even with TG2 fractal basis users should be able to made natural looking terrains. This trick was known for MW users since very begining! And good looking terrain could be made from even simple noises.
And I/O Curve can be used in many other ways of course.
All remain tools like navigation, object control, lighting etc things are secondary in my list...
If You wanna heard about my TG2 UI experience:
I found annoying the "set camera" thing even after week of work with...
I found annoying to press the "Alt" key while I'm navigate in 3d preview. C'mon, can I just click in 3d window and do all the things without "Alt" key pressed?
Seems thats all for the moment
These 3 things above I need for work with landscape and currently I see no ways to work with TG2 at current state. Displacement miracles, GI and populations alone is not enough to create landscape/world as I want to do... I hope to heard some good news soon