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#31
Terragen Discussion / Re: Can you generate procedura...
Last post by AlianaAR - September 26, 2024, 07:12:54 PM
Quote from: Kevin Kipper on September 26, 2024, 04:31:59 PMFirst create an image based on your planet texture map that can be used to mask areas on the planet.  It would sort of look like an alpha channel of the planet's continents.  The continents would be white and the ocean area black.  Load the image into an Image Map shader and set its projection to spherical, then change the Y axis Position value to match your planet's Y axis Centre value.

30900_TextureAndMaskMaps.jpg

Connect the Image Map shader to the Mask Shader input on one of Terragen's procedural noise nodes, such as the Power Fractal shader v3.  Now you've constrained the surface displacement to just the continents.

To create different terrains, just change the noise node's Seed parameter.  Of course, you can change any of the noise node's parameters to further change the look of the terrain.

If you want to shift the positions of the continents, try using a Fractal Warp shader to distort the Image Map used to mask the continents.

Sounds like it'll do what I want but well beyond my nOOb skills. Beyond the images, no clue where to begin with that. Could you tell me where to plug it into the attached file?

#32
Terragen Discussion / Re: Can you generate procedura...
Last post by Kevin Kipper - September 26, 2024, 04:31:59 PM
First create an image based on your planet texture map that can be used to mask areas on the planet.  It would sort of look like an alpha channel of the planet's continents.  The continents would be white and the ocean area black.  Load the image into an Image Map shader and set its projection to spherical, then change the Y axis Position value to match your planet's Y axis Centre value.

30900_TextureAndMaskMaps.jpg

Connect the Image Map shader to the Mask Shader input on one of Terragen's procedural noise nodes, such as the Power Fractal shader v3.  Now you've constrained the surface displacement to just the continents.

To create different terrains, just change the noise node's Seed parameter.  Of course, you can change any of the noise node's parameters to further change the look of the terrain.

If you want to shift the positions of the continents, try using a Fractal Warp shader to distort the Image Map used to mask the continents.
#33
Terragen Discussion / Can you generate procedural te...
Last post by AlianaAR - September 26, 2024, 02:57:15 PM
Is there a method to use TG's native procedural terrain generation to build randomly seeded terrain according to the land areas on a planet texture map? In other words, create custom shaped and positioned continents?

I was kind of thinking along the lines that creating a base planet first, then adding a second sphere for the oceans but using a mask on that sphere to cut out the land shapes I want or something along those lines.

Anyone figured out a good method to do this?
#34
Open Discussion / Re: A musical collaboration be...
Last post by Jo Kariboo - September 25, 2024, 09:20:37 AM
Thanks sboerner, glad you enjoyed this music. :) 

#35
Terragen Discussion / Re: Cloud Image Mask Too Refle...
Last post by AlianaAR - September 24, 2024, 05:10:31 PM
I'll try playing around with those. Thanks!
#36
Terragen Discussion / Re: Cloud Image Mask Too Refle...
Last post by Kevin Kipper - September 24, 2024, 04:48:44 PM
In the Image Map Shader you can adjust the image via the parameters under the Colour tab.  For example, checking the Multiply RBG checkbox and setting the red value to 0.5 will reduce the red value by half.

It looks like you're using the Image Map Shaders to define the final density of the Global Cloud layer.  If you're unhappy with the rendered look of the cloud layer itself, you'll want to adjust the cloud layer parameters, such as those found under the Lighting tab.

There is a Density Fractal node providing the density to the cloud layer.  You might also try adjusting its contrast value under the node's Density tab.
#37
Terragen Discussion / Cloud Image Mask Too Reflectiv...
Last post by AlianaAR - September 24, 2024, 01:57:32 PM
I'm very close to getting the look I want for this exoplanet. I'm an issue I need solved before I can move onto more complex aspects such as multiple cloud layers for more realism.

The main issue is no matter what I adjust I can't seem to figure out how to turn down the reflectivity/specularity of the cloud image map. It's too washed out and looks over exposed in the render. Where do I turn that down? I've tried lower pretty much everything in the map  and cloud settings and it's just not changing.

Thanks in advance....And please comment on the image and give me any suggestions you might have to get this looking better.
#38
Image Sharing / Re: There you go, thinking aga...
Last post by sboerner - September 24, 2024, 07:28:54 AM
Nicely done. (Pay no attention to that refinery behind the curtain . . .)
#39
Open Discussion / Re: A musical collaboration be...
Last post by sboerner - September 24, 2024, 07:24:24 AM
Impressive collaboration and cool result. Thank you for sharing the links!

I can see any of these being used with a nice Terragen animation . . .