Recent posts

#91
Terragen Support / Re: texture sequences
Last post by Dune - May 01, 2025, 01:59:10 AM
Instant parsing, never heard of that expression, but English is not my native language, so I learned something again. But I agree with the behavior it has being a nuisance. When typing in (additional) letters/numbers for textures instead of finding them in the folder it sits in (I call my bumpmaps ..._BUMP), I always have to type in the title, then cut and paste it in the string. Nowadays I use just an addition B, btw. for bumptextures, so that's easier.
#92
Terragen Support / Re: texture sequences
Last post by pokoy - April 30, 2025, 09:04:01 AM
Not throwing an error and displaying a warning in the node or the log window would be an option, too. TG's UI/UX are just utterly outdated, no other way to put it.
#93
Terragen Support / Re: texture sequences
Last post by digitalguru - April 30, 2025, 08:07:09 AM
Would be nice if we had expressions - I have the same sequence in Maya - the first and last frames are black (i.e no displacement)  and I can write an expression to hold those frames outside the range of the sequence, which prevents those kind of errors.
#94
Terragen Support / Re: texture sequences
Last post by digitalguru - April 30, 2025, 07:59:53 AM
Yeah, on that, I though pausing the viewport might delay it, but the error window still pops up, trying somethig else a.t.m
#95
Terragen Support / Re: texture sequences
Last post by pokoy - April 30, 2025, 07:51:27 AM
I really can't think of a case where the current behavior is useful, it only leads to increased CPU usage and waiting for TG to become responsive again since it's restarting the renderer (be it the OpenGL preview, IPR or a noise preview). Makes no sense any way you look at it.
#96
Terragen Support / Re: texture sequences
Last post by digitalguru - April 30, 2025, 07:43:16 AM
Quote from: pokoy on April 30, 2025, 07:37:33 AMTry copying the entire string from another place - notepad for example - and pasting into TG instead of typing it out, I found this the quickest way to get around the instant parsing (which frankly was a bad idea and should finally be removed, no harm in having to press enter just like in any other program). Not sure if it will work in your case...
I usually do that, but I'll give it a try again.
#97
Terragen Support / Re: texture sequences
Last post by pokoy - April 30, 2025, 07:37:33 AM
Try copying the entire string from another place - notepad for example - and pasting into TG instead of typing it out, I found this the quickest way to get around the instant parsing (which frankly was a bad idea and should finally be removed, no harm in having to press enter just like in any other program). Not sure if it will work in your case...
#98
Terragen Support / texture sequences
Last post by digitalguru - April 30, 2025, 07:32:33 AM
Probably not an easy answer to this, but I have a scene where I'm using an animated sequence to drive displacement.
My Terragen scene needs to sync with Maya renders and my animated and render sequence starts from frame 1001, and so does my displacment map sequence.

But if I try to set a frame to view in TG, I get the error window popping uo when I start to type in a frame number. This seems to be because when I type in frame 1258 fro example the input stops at the first number entered (1) and the error window appears as there is no file in the sequence for frame 0001. This continues as I type each number until finally I can input the required frame number.
I know I can drag the time slider, but this is a heavy scene and it can take a few tries before I get to the frame I want.

It's not a show stopper, but if there's a workaround would be good to know.
#99
Terragen Discussion / The effect of clouds?
Last post by noahding1 - April 24, 2025, 03:33:57 AM
The bottom of the sky looks unnatural. How can we achieve the effect of cloud superimposition with a sense of layering at the bottom as referred to?How can the edge effect and internal detail levels of this volumetric cloud mass be achieved by reference? The edges and layering effect generated by TG are difficult to achieve in this way.
#100
Open Discussion / Re: Difference between sunrise...
Last post by Dune - April 24, 2025, 02:08:52 AM
Perhaps because during the day, moist has evaporated (by the sun's warmth), loads of cars excrete their fumes, work kicks up dust, so the air is fuller with particles, resulting in more breakage of sun's light, hence more reds.
AI will probably know. And I think it could be done in TG, but also easily adjusted by hand.