Recent posts

#1
Terragen Discussion / Support and Experience Using T...
Last post by hardconfess - Today at 01:49:21 AM
Hi everyone, I am new to Terragen and am very interested in its realistic landscape creation capabilities. However, I am having some difficulties in optimizing the rendering and controlling the lighting to get better images. I would like to ask:

What settings help to increase image quality without increasing the rendering time too much?
Are there any documents or tutorials to help improve terrain creation and atmospheric effects skills?
Does anyone have any experience with combining Terragen with other software such as Blender or Unreal Engine?

#2
Terragen Discussion / Learn how to use Terragen to c...
Last post by exposepen - February 10, 2025, 08:52:56 PM
Hi everyone

I'm new to Terragen and I'm impressed with its ability to create realistic 3D landscapes. I'd like to know how to optimize my lighting and sky settings to create more realistic images. Also, are there any tips to reduce rendering time while maintaining high quality? If you have any useful tutorials or guides for beginners, please share.
Thanks!
#3
Terragen Discussion / Re: User Manual TG 4
Last post by Kevin Kipper - February 10, 2025, 07:51:05 PM
This is the official online documentation for Terragen 4:
https://planetside.co.uk/wiki/index.php?title=Main_Page

and this is for Terragen Sky Early Access:
https://planetside.co.uk/wiki/index.php?title=Terragen_Sky_Early_Access
#4
Terragen Discussion / User Manual TG 4
Last post by jb2025 - February 10, 2025, 06:47:58 PM
Does anyone know of a detailed user manual for Terragen 4?  Watching the videos is tedious with the need to start, stop, rewind.....
#5
Image Sharing / Re: Mountain Veiw
Last post by mhaze - February 10, 2025, 05:00:53 AM
Sadly no. I had planned to but it wasn't needed. It is on my list of things to do!
#6
Image Sharing / Re: Mountain Veiw
Last post by Dune - February 10, 2025, 02:22:00 AM
Cool render! Clouds are terrific too. Did you use TG SKY paint?
#7
Image Sharing / Mountain Veiw
Last post by mhaze - February 09, 2025, 01:53:30 PM
gaea2 modified and rendered in Terragen.
#8
Terragen Support / Exporting an FBX camera out an...
Last post by SamDB - February 08, 2025, 02:13:46 AM
Hello, I have a space scene where the camera moves million of miles.

I need to scale this movement down as it's not viable to have this movement in Maya/NukeX. Realistically, i need the to scale the millions of miles to a couple of metres.

I have tried exporting the camera and exporting an FBX scene where I can scale the camera down, however this hasn't worked.

I have tried all of the different scale factors when exporting a camera out but the distance the camera moves is always the same. Does anyone have any experience with this?

I have attached pics of the camera export settings in Terragen and the Camera end position in Maya to give a better perspective.
#9
Terragen Discussion / Re: Making the modulo more ran...
Last post by Dune - February 07, 2025, 02:07:22 AM
It's getting somewhere. You could try multiplying by a perlin 3D, and in another line change the block size (transform shader) and multiply that by the inverted Perlin 3D, then combine again (mix shader). Or use a mix shader and have a PF (or perlin 3D) as mix controller, either stretched or not.
Perhaps multiplying by a larger sinus will also break the regularity. And you could combine with a fake stone shader for more variation. Or warp on a smaller scale.
#10
Terragen Discussion / Re: Making the modulo more ran...
Last post by Roberts - February 06, 2025, 06:39:49 AM
Yes, it becomes very hard indeed. But it can be softened and broken up. In this example rendering it is very hard and regular, like manmade objects. Using the linear step (instead of smooth step) make the individual outcrops get a beveled look of course, which is not very natural. And my workspace is a tangled mess as usual:-)

But I wonder if there is some aternative method to the PF-method you proposed? It would be practical if I could define an interval using blue nodes perhaps?