Recent posts

#11
Terragen Support / Re: Can't get OCIO to show up ...
Last post by digitalguru - April 12, 2024, 12:55:59 PM
In case anyone has the same issue:
I had a situation with Substance Painter where setting OCIO in WIndows Enviroment didn't run the way I wanted to.
Used Advanced Run  (free from https://www.nirsoft.net/utils/advanced_run.html) to startup TG with the OCIO env variable
(would be nice to set that in inside TG rather than globally for Windows)
#12
Terragen Discussion / Re: GAEA 2.0
Last post by digitalguru - April 12, 2024, 12:43:06 PM
I can wait for Gaea 2.0, v1 was inconsistent at times and it seemed like they backtracked on a few things.
Rather have a version that hits the ground running, even if that means next year :)
#13
Terragen Discussion / Re: Pixel gaps in rendering
Last post by pokoy - April 12, 2024, 06:22:50 AM
Quote from: sboerner on April 11, 2024, 10:02:11 AMUpdate.

I removed the population that I thought was causing the issue and left the filter set to Narrow Cubic. Everything worked fine for several days and then, bingo, another artifact. But this time I had enabled all of the render passes. I was curious to see which ones any artifacts would appear on. Answer is attached.

The main file (beauty pass) is saved out as a 16-bit tiff. Passes are all 32-bit exr. The artifact is a box with a tiny dot in the center. It appears in the beauty pass and tgRgb passes. It does not appear in the tgSurfRgb pass. Then, strangely, only the tiny dot in the center appears in the tgSurfIndirect, tgSurfIndirectDiff, and tgSurfIndirectDiffRefl passes. All other passes are clean. What this all means is beyond me, but there it is.

I've set the filter to Cubic BSpline (even though I prefer Narrow Cubic) and will use that until another artifact pops up.



Interesting, it's probably the GI/indirect element, not reflection as I suggested. Whether it's a NaN that's not handled well by the filter or something else, at this stage only TG support can help out.
#14
Terragen Discussion / Re: Pixel gaps in rendering
Last post by sboerner - April 11, 2024, 10:02:11 AM
Update.

I removed the population that I thought was causing the issue and left the filter set to Narrow Cubic. Everything worked fine for several days and then, bingo, another artifact. But this time I had enabled all of the render passes. I was curious to see which ones any artifacts would appear on. Answer is attached.

The main file (beauty pass) is saved out as a 16-bit tiff. Passes are all 32-bit exr. The artifact is a box with a tiny dot in the center. It appears in the beauty pass and tgRgb passes. It does not appear in the tgSurfRgb pass. Then, strangely, only the tiny dot in the center appears in the tgSurfIndirect, tgSurfIndirectDiff, and tgSurfIndirectDiffRefl passes. All other passes are clean. What this all means is beyond me, but there it is.

I've set the filter to Cubic BSpline (even though I prefer Narrow Cubic) and will use that until another artifact pops up.


#15
Image Sharing / Re: Flying Machines
Last post by sboerner - April 11, 2024, 09:48:04 AM
Hangar and ground surface look terrific.

See what happens if you lower the sun closer to the horizon. It should bring out more texture in the asphalt and corrugated iron of the buildings.

Planes could use a little weathering!
#16
Image Sharing / Re: Flying Machines
Last post by Doug - April 11, 2024, 08:20:59 AM
new version with a hanger and asphalt
#17
Open Discussion / Re: "Forester" - Terragen Comp...
Last post by Aleksander - April 09, 2024, 10:17:48 AM
Quote from: JoshuaM on November 28, 2023, 12:26:13 AMThis is a longshot but does anyone have a version of "Forester" from 20 or so years ago? Or do any Terragen OGs remember using it? The download link seems to be non-functional on the website.

It is this very cool looking software that seems to work with Terragen 1 and POV Ray. I am planning on using the software for an art project of mine. I love the look of the old school website, I recommend checking it out.

Thank you!
Hi,
I don't know if you still need Forester, but I have original archive. I've purchased Forester on 05/06/2001.
Let me know if you need setup files.
Forester still works on Windows 10.

Regards
#18
Terragen Discussion / Re: getting sloped altitude?
Last post by Dune - April 08, 2024, 03:32:54 AM
I asked him, but he's doubting his intelligence atm. and about to quit.

No, it doesn't, and I can't get my finger on it. A terrain altitude restricted surface shader can be warped by a color and vector displacement, but why it won't warp by the altitudes of the terrain itself eludes me.
So here's two more setups to test for you smarties. It is also possible to 'warp' clouds by the altitudes of a terrain, so why not a set altitude.

Staff/Matt we (I) need something like this. Need may be an overstatement, but I guess for circumstances like a sloping/cascading river it would be good to be able to make a sloping waterline as well. Maybe it's simple to make shader/function that works?
#19
Terragen Discussion / Re: getting sloped altitude?
Last post by aknight0 - April 07, 2024, 12:35:53 PM
Dune's a pretty smart guy, did you ask him?   ;D

https://planetside.co.uk/forums/index.php?msg=298496

Sorry, couldn't resist.  Would that same solution work for this situation?
#20
Terragen Discussion / Re: getting sloped altitude?
Last post by Dune - April 07, 2024, 02:25:04 AM
Nobody smart enough? Here's an example where I would need water altitudes to determine the altitude of a wet waterline on the shore (especially where it's just mud or rock of course). Or the altitudes of the river bed itself as a mask. Slope here is the red line, but I can imagine steeper situations.
Also if no compute terrain is used (like here).