Recent Posts

Pages: 1 2 [3] 4 5 ... 10
21
Image Sharing / Re: Robot games
« Last post by DannyG on March 22, 2019, 01:19:13 AM »
Light and textures is impressive
22
Image Sharing / Re: Robot games
« Last post by DocCharly65 on March 21, 2019, 11:45:17 PM »
Oh yes! I never saw a render before with such nice lighting through luminous objects. And AA20 !? Outch! What was the render time? :)
23
Terragen Discussion / Re: New to terragen need some help please
« Last post by Jahuntl on March 21, 2019, 09:31:58 PM »
Cool thanks will try tonight when get home
24
Image Sharing / Re: Robot games
« Last post by masonspappy on March 21, 2019, 09:25:17 PM »
Wow - that is sincerely awesome!
25
Image Sharing / Re: Mountain track (again)
« Last post by bobbystahr on March 21, 2019, 07:38:50 PM »
Actually, the cross is a roadsign.

Updated with a few different seeds on the rockface...

trust me to assume the worst...life is tough for Scorpios LOL
26
Open Discussion / Rebirth: Quixel Production
« Last post by DannyG on March 21, 2019, 06:50:56 PM »
Pretty sweet little short using UE4, Houdini, Megascans & Gaea

https://youtu.be/9fC20NWhx4s
27
Terragen Discussion / Re: New to terragen need some help please
« Last post by bobbystahr on March 21, 2019, 06:32:08 PM »
Not yet I'm still learning the camera seems so slow moving it and I adjusted the camera movement for camera but seems still slow lol

Right click where you want the camera and select Copy Coordinates and paste to the camera...in the top view it's easier to rotate around the Y  and the go back to Current render camera and tweak in the camera's transforms dialogue
28
Image Sharing / Re: Project Agantus
« Last post by the first seer on March 21, 2019, 06:07:24 PM »
Agantus stuff VI
It was time to design a wheel for regulate with the handle to better crank.
The stud bolts and nuts are specially designed by me for Agantus.
Designed in Blender and rendered in Terragen 4.
Basic material by Hannes (Planetside) and mixed by me.
29
Image Sharing / Re: Today's Render
« Last post by bobbystahr on March 21, 2019, 06:00:24 PM »
It looks to me like the clouds are following the shape of the trees and all.
Doe it go through a renderer or something?

In the Cloud go to Functions>Altitude offset function and add in the terrain you wish the cloud to follow and use the function multiplier slider to select height of follow..just play around as that's what I did here.
30
Terragen Discussion / Re: Blur painted shader mask
« Last post by WASasquatch on March 21, 2019, 05:41:26 PM »
The Painted Shader has built in flow and hardness (falloff) controls. Other than that, there is no way to blur the painted shader. I've asked for a blur shader for roster type things (like images).

Pages: 1 2 [3] 4 5 ... 10