Just came back and found many more replies, very good ones. Let me reply to a few:
Njeneb: good idea, toggling enable to blink a bounding box.
my comment about selecting objects was a little ambiguous: by 'objects' I actually mean anything represented in the 3d preview, which tends to mean cameras and anything else that throws a representation in the 3D preview. Most of my shaders and heightfields have b-box enabled.
hetzen, frankB, Kadri: re: Huge render times.
I've read the stickies and others about minimizing render times. I did my own study on using both crops and whole pics while adjusting just detail. 0.3 is good for decent previews, final renders can be evaluated at 0.6, only slight polishing added above that.
My biggest headache is that there are SO many parameters, and the effects are not additive in terms of either render time OR quality.
I'm not complaining about the render times except that they are normal result of the micropoly rendering technique and massive detail of the procedure textures. Compared to other programs TG
is very powerful. If find that trying to explore variations on a displacement though can be very slow because the results are so tangled by so many variables that can't really be anticipated ahead of time, it requires a lot of trial and error. When I use cropping, I end up with a keyhole on my detail but not a very good overview.
Some of the things I would still complain about though are the previews. Sometimes the 3D preview itself is so slow that I render it instead, with considerably faster results. I tend to keep all the layers (atmos, lighting, shaders) turned off in 3D or it bogs down.
2D previews themselves can also be very slow, If I bring up a floating window and pull it out. It seems like the 2D previews are basically the same rendering technique as the 3D preview, just from an overhead camera. I've got a quad-core PC, I would think that a 2D preview window, even expanded, should be able to create a relevant image almost in real time. What the heck is sucking up so much cpu time? Perhaps a different kind of renderer for those images. (scalar field previews are pretty fast. It's the displacement previews that can take 30 seconds or more.) That makes it very difficult to do relative studies. My eye can't remember the image well enough from render to render to detect the kinds of subtle changes that are an important part of the evaluation process.
All in all, I think I just still need to work out my process flow. Lack of tooltips has been a real pain. Also, as my model grows in complexity, my node tree is getting very complicated. I'm using node functions quite a bit because they make more sense to me.
I've rejected the standard terrain/shader groups and started creating my own groups like 'world terrain', than saving it as a clip with the clip name AS the group container name. Although rather manual, this allows me to modularize my node tree, stabilize the values of my nodes, and work on just each node as needed when they need tweaking (by opeing in a new TG project.) A future macro system for nodes, clips, etc would be an immense productivity boost. I would LOVE to be able to enable/disable an entire group. Being able to link to an outside clip/group/macro (no proxy, just read only) would also allow a much more modular approach. For a program of this complexity and detail, being able to cleanly isolate, tweak, evaluate, then unisolate makes a lot of sense. Currently I end up turning a lot of stuff off or tweak the values down when attemping a study, and then I have to remember all the 'temporary' settings I made. Usually I forget something and chaos ensues, much later.
BTW, my life might be complicated by my rather lofty ambitions. TG seems to be mostly targeted at rendering one or a few stills, whereas I'm more attemping to build an entire sandbox world. That means almost any perspective from closeup to eagle eye are fair game. I wish I could set the 3D preview to a certain resolution and boundary and have it render everything. I could then fly around and check different perspectives. TG09 did this, what happened to TG2?
My product is a point and click game. Most of those are indoor-oriented, or have very limited horizons. I love the idea of a P&C game with large vistas and terrain as the setting.
My TG2 final outputs are high-rez cube faces. I'm trying for a sandbox approach with respect to the general terrain so that once I'm satisfied, I can just move the camera to plot-relevant locations and render another cube. I can't really just optimize for one camera angle like most stills. Originally I was just using TG to make skymaps for my cubefaces rendered in Blender. That plan entirely broke when I started getting involved in TG and now I find myself basically needing to use TG instead of Blender for my final renders. Still haven't worked that out, sigh. Yeah, I make my life complicated!