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#1
Terragen Discussion / Re: Can you generate procedura...
Last post by AlianaAR - Today at 09:26:30 PM
I have figured it out!

I used Heightfields with the default fractal terrain. Instead of displacing the default terrain I used that displacement map as a Heightfield. This allows separate control over my continent/island fractal terrain from the global default. It holds up at any altitude.

Now that I have my oceans and land figured out, onto global clouds!
#2
Terragen Discussion / Re: Can you generate procedura...
Last post by AlianaAR - Today at 02:37:18 PM
Quote from: Dune on Today at 10:09:43 AMHere's another setup. Displacement by color can be controlled by the smooth step, either a constant color/scalar or a PF, where color gives the max displacement, flattening near top. You can also play with the color offset in the preceding PF, less white=less peaks. I used a simple shape for the landform, but that can be replaced by an image map.
The second surface shader offset displaces the whole seafloor down, the displacement tab up again from the PF. If you raise that above the downward offset, islands will appear. You can see where it's just below sea level, foam appears (from the displ to scalar line).
Interesting rig for me to study. I don't pretend to understand it but where would I plug in my land shape map? That has to come from an image obviously.
#3
Terragen Discussion / Re: Can you generate procedura...
Last post by Dune - Today at 10:09:43 AM
Here's another setup. Displacement by color can be controlled by the smooth step, either a constant color/scalar or a PF, where color gives the max displacement, flattening near top. You can also play with the color offset in the preceding PF, less white=less peaks. I used a simple shape for the landform, but that can be replaced by an image map.
The second surface shader offset displaces the whole seafloor down, the displacement tab up again from the PF. If you raise that above the downward offset, islands will appear. You can see where it's just below sea level, foam appears (from the displ to scalar line).
#4
Open Discussion / Re: Origin Tribal Duo
Last post by Jo Kariboo - Today at 09:43:36 AM
Thanks rewvas!
#5
Terragen Discussion / Re: Can you generate procedura...
Last post by AlianaAR - Today at 06:35:41 AM
Quote from: Dune on Today at 02:08:57 AMIf you use a soft enough map the transition can be regulated through color adjust shaders, and you can use different seeds/fractals/displacement maps for bathymetry or dry ground, using that map as mask or inverted mask. Even use a third fractal for transition areas. So a lot is possible.
Also, displacement can also be fed by color, preferably unclamped. A (blue) smooth step can be used to 'flatten' peaks in a smooth way.

I wish I knew how to do any of that. Lol. I wish there was a tut out there on how to shape your landmasses the way you want them without sacrificing closeup terrain detail and cloud use. The biggest thing I can't get my head around is controlling displacement direction. It seems displacement will only go both ways along the Z axis. Is this changeable/controllable?

In other words if sea level is 0m, how can I get the default terrain displacement to only go UP, not down as well below a set limit? If this can't be done it's a major limitation that certainly needs to be on the list of enhancements. For a program this capable how can there be no way to limit negative displacement?

So let's say the seafloor is an average depth of only 304 meters for a small habitable moon. Is there a way to set the max negative displacement to stop the random seed from creating deep holes that far exceed that average? If so, how exactly is this done?

I've managed to get the basic look of what I want but this rig has a few major issues. The only way I was able to get the custom land shapes with the default terrain enabled was to use a grayscale displacement map in my landmass shape and crank up the displacement to 25000 meters. Go much lower then because the default terrain engine displaces up and down (which makes no rational sense whatsoever) the only way to get the landmass shape intact was a LOT of displacement that pushed up the default terrain high enough above the ocean sphere that it was all on dry land.

This creates a substantial issue with terrain detail and cloud functionality. Basically, making those useless. From my experimenting thus far it seems there is no controllability for procedural terrain max/min altitude beyond random seed that includes negative altitude displacement that cannot be turned off or limited. If this can be done please! Someone, for the love of the King and all that is holy give me a step by step or a link to a tut that explain this in detail!

Why is it so difficult to create custom landmasses in conjunction with the full procedural functionality of the software with a global ocean that has realistic depth falloff? Low orbit is really the pinnacle of success here. Creating beautiful terrain down low near surface level is easy. Creating gorgeous full planet views is as well. Yet getting a low orbit shot with all details isn't simple. The key is control over displacement direction within the PF shaders.

#6
Image Sharing / Jurassic Island 2024
Last post by Uwe Kronemann - Today at 05:58:14 AM
There are 3 new render "Jurassic Island" (Terragen4)
The 3D-Models are preparated with Poser11 (Scale and Textures)
(Models are from Sketchfab, CG Trader, others . . )
#7
Terragen Discussion / Re: Odd holes in Planet 1 surf...
Last post by Dune - Today at 02:14:08 AM
Aren't they wave patterns from the water shader? There's only 256 possibilites, so if the surface is large enough you'll see some repeition. That might be the case here. What if you turn waves off, or use a mix of 2 or three seeds (in 2 or 3 water shaders)?
#8
Terragen Discussion / Re: Can you generate procedura...
Last post by Dune - Today at 02:08:57 AM
If you use a soft enough map the transition can be regulated through color adjust shaders, and you can use different seeds/fractals/displacement maps for bathymetry or dry ground, using that map as mask or inverted mask. Even use a third fractal for transition areas. So a lot is possible.
Also, displacement can also be fed by color, preferably unclamped. A (blue) smooth step can be used to 'flatten' peaks in a smooth way.
#9
Terragen Discussion / Re: Can you generate procedura...
Last post by AlianaAR - October 03, 2024, 10:43:40 PM
****UPDATE****

I'm starting to have substantial success. I've discovered it's all about the displacement map image!

I'll be working all night..I'm quite excited to have solved this major issue. I'll post a pic when I have some fine tuned results.
#10
Open Discussion / Re: Thinking about a new works...
Last post by politicsnutty - October 03, 2024, 09:34:07 PM
Quote from: aknight0 on November 07, 2023, 11:46:49 PMLate reply, but this old post from Oshyan on the subject is still pretty relevant, as Terragen hasn't changed too much in the last decade  ;)
https://planetside.co.uk/forums/index.php?msg=220553snow rider 3d
::) ::) ::)