Recent posts

#1
Image Sharing / Re: Sandstone Rocks
Last post by mhaze - Today at 11:23:54 AM
Nice - I like the way they look in the open air.
#2
Image Sharing / Re: Some recent works
Last post by mhaze - Today at 11:22:21 AM
Great stuff, Dune. you use of plants is brilliant.
#3
Terragen Discussion / Re: Object Conversion from TGO...
Last post by Dune - Today at 01:30:42 AM
Quote from: Matt on May 02, 2024, 05:36:57 PM@Dune there was a spam post which has now been deleted.
I had the vague notion it could be one, but they're getting better (with AI no doubt).
Quote from: Matt on May 02, 2024, 06:07:37 PMWould anyone else like to see this?
Not for me. Other things (like a better color [choice] for the crop handles) are more important. For 'color-inhibited' users the red is hardly discernible in the greens & browns of nature.
#4
Terragen Discussion / Re: Object Conversion from TGO...
Last post by Matt - May 02, 2024, 06:07:37 PM
At the moment, the TGO format is best suited as an end point, not an interchange format, because our object exporters don't currently have the features to export material groups or texture references. I have always recommended keeping objects in their original source format (OBJ) if you don't want to be locked into the TGO. But TGO is very useful for packaging objects for other people to use, or for reducing the file sizes to load scenes faster because they are smaller then OBJ files.

It would be great if we could convert them back out to OBJ or other formats. We should be able to improve the OBJ exporter to include the materials/parts that are stored in the TGO, as well as texture references that can be found in the node setup (with Default Shaders being the simplest thing to export back to an OBJ MTL, and other shader networks being more difficult).

This was quite low on our priority list, because Terragen is not known to be a multi-material object creator, it's only really an importer of such objects. But maybe we should make this higher priority. Would anyone else like to see this?
#5
Terragen Discussion / Re: Object Conversion from TGO...
Last post by Matt - May 02, 2024, 05:36:57 PM
@Dune there was a spam post which has now been deleted.
#6
Terragen Discussion / Re: Procedural shore foam pres...
Last post by dreamzfiction - May 02, 2024, 10:55:10 AM
Quote from: WAS on March 10, 2022, 12:14:09 PMYeah offsetting is probably the most hassle-free.

Here is a version 2. Basically with this one, you have control over the initial "slice" via precision start, and end. So it doesn't reall matter what elevation you are at, you can use the precision settings to dial in the area.
Hello WAS, I downloaded the tgd and tried to use it in my personal project, I loaded in the two shaders from the water node into my project. However the shoreline foams don't appear.  Only the blue ocean is visible.

I am using a heightfield I generated from world machine, and imported as a ter file in terragen, with a scale of 7996m on both x and y axis. I set the waterlevel to 950

I have worked with terragen nodes on few occasions. But I feel its the start and end multipliers that need tweaking. Sadly, my tweaks don't seem to work.  Please assist me in finding the best settings for my scene. Thanks

I can share the tdg file if needed.
#7
Image Sharing / Re: Plants
Last post by Doug - May 02, 2024, 07:55:35 AM
this is just a test picture

yes the Horizon needs work

i downloaded the Ferns

pumped up the light
#8
Image Sharing / Re: Some recent works
Last post by Dune - May 01, 2024, 01:17:48 AM
Maybe so ;)
#9
Image Sharing / Re: Plants
Last post by Dune - May 01, 2024, 01:17:10 AM
I don't think you should, it looks good to me. The horizon is a bit dull, so you could do something about that. Leave it out or add something.
#10
Image Sharing / Re: Plants
Last post by Doug - April 30, 2024, 02:55:08 PM
You are welcome.

Here is another one with wood. Not to bad so far, i need to roughin it up more and displacement or something.