Recent posts

#41
Image Sharing / Re: Genesee River
Last post by sboerner - September 28, 2024, 11:26:15 AM
Still messing around with this, testing the water surface and some new foliage. Early morning light, same scene as before but set 10 years earlier, before the village was established.
#42
Terragen Discussion / Re: How can I use the result o...
Last post by Dune - September 28, 2024, 10:55:31 AM
You could try using the same cloud layer (same seed, etc), but stretched and lowered... and perhaps reduced and masked by a smaller stretched fractal mask so you only have rain beneath the thickest clouds. With a transform shader you can tilt the rain a bit, and with a warp shader, vector displacement and a distribution shader you can add some sort of wind effect. That's the way I did it.
#43
Image Sharing / Re: There you go, thinking aga...
Last post by Jo Kariboo - September 28, 2024, 09:20:59 AM
An image than stimulates the imagination... almost premonitory of a past which will disapear to make way for polluting refineries.
#44
Terragen Discussion / Re: How can I use the result o...
Last post by Njen - September 28, 2024, 02:38:26 AM
I wanted to do rain (from a distance).
#45
Image Sharing / Re: There you go, thinking aga...
Last post by masonspappy - September 27, 2024, 09:06:53 AM
Real life is a lot like this... :-\
#46
Terragen Discussion / Re: Can you generate procedura...
Last post by Kevin Kipper - September 26, 2024, 08:04:07 PM
I'm attaching a simple Terragen project file to illustrate what I'm referring to.
30900_Example.zip

#47
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?

#48
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.
#49
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?
#50
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. :)