Started by CredePendrel, July 23, 2019, 02:25:20 pm
Quote from: CredePendrel on July 23, 2019, 02:25:20 pm...If I was going to try and reverse engineer one of these existing projects should I copy and pastes the nodes I am after into a new work space or just save a copy and turn everything off and go one node at a time?
Quote from: CredePendrel on July 23, 2019, 02:55:44 pm"and you have something good, like let's say a lateral displacement setup, you can select those nodes and than save them as a Clip File"Part of the problem that hinders my progress if stuff like that. To be honest, "a lateral displacement setup", means nill to me which is also the problem I am encountering in my other post. I am unable to grasp the technical language yet, or spend too long looking for that example named that in my current project but cant find it! This is NOT directed at you WASasquatch or anything. Its one of my own technical hurdles I need to get over. Good thing there are a ton of awesome people in these forums.
Quote from: Dune on July 24, 2019, 02:21:47 am But remember that not all clipfiles fit everywhere, they sometimes depend on certain preceding nodes for the right effect. So a basic understanding is fundamental.
Quote from: Oshyan on July 25, 2019, 05:57:01 pmI honestly think different people may learn best in different ways, so I'll weigh-in with what I find helpful. But you will probably benefit from simply experimenting with different approaches and seeing what brings understanding the quickest.As a general rule the method I have found most helpful to understanding other people's setups is just to disable nodes one by one and hopefully I can see what each one is doing, depending on preview mode, update speed, etc. In some cases enabling a "Test color" for a surface layer also helps.That being said I often find it overwhelming opening someone else's project file (or even clip files) for the first time and turning off nodes one by one can be time consuming. So depending on what aspect I am interested in, it may actually be helpful to simply disable everything *except* that. This works best for terrain since if my interest is in something like shading, water, populations, etc. they will usually *depend* on the terrain for part of the look. So if you want to isolate populations, for example, it may be best to not disable the terrain, but you can disable everything else.So to look at the terrain I might disable all additional object nodes (besides the Planet and Background), all or most shaders (besides Base Colours), and probably any cloud layers, but keep the atmosphere. This gives me a faster preview with less clutter and I can focus on the terrain shapes. Then I'd again disable nodes one by one to see what they do. Sometimes I'll tweak a setting, perhaps using an extreme value, to see what effect that has. Disabling Masks can be another interesting thing to test on vs. off and get a clearer idea of what's happening. It's all done one at a time though so I can really isolate and be clear about the effects of each individual node or setting.That being said, I also know many people don't learn best from taking apart other people's scenes. While you may want to "jump in with both feet" and get started as quickly as possible aiming for a specific goal (say you want a nice beach or other shoreline...), you still benefit from a grounding in how all the basics work before you do that because it will help you to implement the examples you see. The documentation already includes a lot of that basic info about how things work. For example:https://planetside.co.uk/wiki/index.php?title=Terragen_4_User_Guide_Part_2:_Fundamental_Rendering_and_Shader_ConceptsAnd:https://planetside.co.uk/wiki/index.php?title=Tutorial_1:_Creating_Your_First_Scene- Oshyan
Quote from: CredePendrel on July 26, 2019, 11:32:51 amThank you Dune. That example definitely shows the type of shapes I was after. I found it amazing that this is all done with shaders. My first inclination when starting a project is to use the terrain and water tools to get that set up before even looking at the shaders/materials.