Recent posts
#21
Last post by jhmart1 - June 30, 2025, 01:04:34 PM
Thanks 🙂
#22
Last post by Luc - June 30, 2025, 09:04:47 AM
Hello – as some of you know, I've often considered shutting down my website due to the ongoing costs of maintaining an online store. Every year, around the time the domain comes up for renewal, it's the annual report that ends up saving it — although it's been a close call these past few years. And once again, that will be the case for the coming year: the bare minimum has been reached to keep the site running.
Of course, Terragen's development has slowed down, with fewer new features being released, and I don't have much time to add fresh content to the store. Still, it remains a fantastic piece of software — truly one of a kind — and I believe many of the small scenes available on my site can still be quite useful for beginners. They're great for getting familiar with the software, experimenting, and working with ready-made presets and test scenes.
So I'm glad that at least financially I'm not running at a loss, and that the site can stay up and available to you.
Warm regards.
Luc
#23
Last post by Stormlord - June 30, 2025, 03:12:04 AM
WOW
This looks very natural, nice one!
STORMLORD
#24
Last post by jhmart1 - June 29, 2025, 09:29:33 PM
Terragen 4
#25
Last post by Dune - June 28, 2025, 02:02:05 AM
I don't know a simple way to do this. There are some functions like get ray origin, but I have no clue what they do and how to link. Just wait for Matt or Kevin I suppose...
#26
Last post by Belmont224 - June 27, 2025, 11:41:35 AM
A simple 'cartoon' or threshold shader. So values below a certain value are black, values above a certain value are white. See example below (one half showing the effect I want, the other half showing the render without the effect). It isn't based on texture, but on the light hiting the object. I know this can probably be done outside of terragen, but I wanted to see if I could do it inside.

#27
Last post by Dune - June 27, 2025, 11:34:14 AM
I think if you make clear what you want to achieve exactly (with that mask), someone else may have an idea.
#28
Last post by Belmont224 - June 27, 2025, 10:50:50 AM
Thank you! After playing around a lot I did get something similar to that (though not as concise).
I'm actually trying to get the amount of light that is falling on the surface, not necessarily the brightness based on the texture. (that's what I meant by brightness, I can see I was very unclear).
Initially I was thinking I could base it off the angle between the direct lighting and the surface normal. So if the sun was right behind me, and the landscape it was hitting had a surface normal pointing right back at me I would consider that brightly lit. If the surface normal was pointed 45 degrees away from me, that would be halfway lit, etc. I thought that might be a rough estimation. Besides not knowing the math for how to do that, it doesn't take into account shadows though.
#29
Last post by Dune - June 27, 2025, 01:25:51 AM
I don't know if this would work for you.
#30
Last post by Belmont224 - June 26, 2025, 06:08:34 PM
Is there any way to get the brightness of an object (terrain)? I see some function like get diffuse color and get final color, but I can't seem to make them do anything.
As an example, can I make a shader that when the brightness is 0.5 and below it will be black and 0.55 and above it will be white?