Hey guys. I'm browsing through the T2 gallery from time to time and I get constantly amazed by quality of procedural terrains and materials this app is able to create.
I work with 3d apps on daily basis doing mainly archviz. I was looking for a quick and nice solution to create 3d landscapes, so I started to think about ways to connect a power of T2 procedurals and flexibility of archviz oriented software.
I did a little research on your forums about an ability to move data from T2 to apps like 3dsmax, LW etc and I found that currently Terragen is able to export LW file with a portion of landscape (height map information only, or micropoly data with limitations like back face culling, am I right?).
I also found that in most of similar threads devs were asking for a little feedback about what export abilities are needed for people like me.
Let me write down a short wishlist for you than
These features would make me buy and explore T2 for sure:
1.Collada support (exact camera position and rotation, geometry, uv)
2.Terrain: I imagine setting up camera, geometry complexity (fine detail near camera, simple proxy geometry further away and outside of camera frame guess its all possible with a power of procedurals). This could be controlled with two sliders: one for controlling verticies density lets say per screen pixel size for a given render resolution, and one for a maximum triangle amount just to make sure we are not pushing too much data.
3.UV: some smart idea how to optimize UV space so the closer geometry gets more detail on textures.
4.Water (and any other objects supported by t2 that I'm not aware of) should be exported as a separate object or file. With a separate UV and a set of textures.
5.Baking displacement maps or/and vector displacement maps. This should work like baking in Zbrush or Mudbox. Basically pushing as much data through actual geometry and adding as much (depends on texture resolution, 8k by 8k would be perfect) through micro displacement in Vray, Mental or any similar.
6.Baking normal maps. Basically would work same as displacement export.
7.Baking diffuse, specular, roughness (glossiness) maps suited for the terrain UV map
OK, this should be enough, at least for me
I'm aware that converting such a heavy data and using it in rendering process in such a "baked" form would require lots of RAM and patience on my side but I'm very keen to hear what are your thoughts about future of T2 export capabilities anyway.
Cheers