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#1
Terragen Discussion / Odd holes in Planet 1 surface....
Last post by AlianaAR - Today at 07:14:03 PM
Guys, I'm working through another project and am learning thanks a lot to the guidenace I'm getting here. I have a more complex challenge but  I have this related issue:

I created a global ocean with no dry land using the Planet 1 default with an ocean sphere and a water shader. To get all the land below water, I had to set a negative Displacement Offset with an increased Coastline Altitude.  It does work but near the horizon I'm getting weird patterns of round depressions.

Anyone understand this issue?
#2
Terragen Discussion / Re: Can you generate procedura...
Last post by AlianaAR - Today at 06:37:04 PM
Okay, perhaps I'm asking the question incorrectly. I'll use the attached profile diagram and image to explain what I want to do.

Main goal: Create an exoplanet with islands and continents shaped the way I want them. This must be done with procedural surfaces so no matter what the camera altitude, i.e. near surface, low orbit, or planet wide view all hold up. The random seed terrain is great. I don't mind that but want it done only on dry land.

The only method thus far where I've gotten the dry land shape I want is with a displacement image map. I can get the dry land to displace in my custom shape, however in order to get a very gradual depth falloff I have to turn the global displacement down so low it creates all kinds of odd errors in the render.

This needs a global ocean. I want to be able to control level of displacement for dry land and the seafloor separately. The native displacement of the fractal terrain displaces random both up and down in elevation. I don't want it to go down so far you lose the depth falloff as view from low orbit or a whole world view.

The planet image below is Scarif from Star Wars: Rouge One. I want my planet to look this way but with the landmasses shaped the way I want them that holds up no matter the camera altitude.

Yes, I've played with the Adjust Coastline function. However, it seems that moving the coastline up in altitude is very limited and directly related to the amount of displacement in the PF shader.

Question 1: Can the random negative displacement of the Power Fractal Shader v3 be turned off or limited? If so how.

Question 2: Can displacement for terrain elevation be controlled selectively, vs globally when using a PF?

Possible solution - Will using two planets in the same location that are the same size give me the controllability I want? Or will that have bad results? Planet 1 for above sea level and planet 2 below?

#3
I'm not clear about the rig you're using, but if you're using the Power fractal shader to displace the terrain, try checking the Adjust Coastline checkbox and then adjust the Coastline altitude and Coastline smoothing values to your liking.  These are found under the Displacement tab of the shader.
https://planetside.co.uk/wiki/index.php?title=Power_Fractal_Shader_v3#Displacement_Tab
#4
Terragen Discussion / Re: Can you generate procedura...
Last post by AlianaAR - Today at 03:52:54 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.

I have another question about this. When I use the rig you provided the displacement is going negative more than positive. To ask a simple question can you limit or turn off negative displacement from sea level?

I want to use the procedural terrain globally. I just want to displace the continent shapes upward leaving the global fractal terrain as a seafloor but still have fractal terrain generated on top of the displacement.

The rig you provided doesn't do this because the native displacement goes both up and down.
#5
Image Sharing / Morning Glory
Last post by Stormlord - Today at 10:30:42 AM
I recently updated my older Terragen 4.1.15 to the current version 4.8.12.
Started plying around I created a nice "over the clouds" rendering, which I have inserted into a "Out of Window in a Plane" view.
I never did that before, but it looks great!

Morning Glory.jpg
Morning Glory
4K Rendering with MP 06 and AA 5

Morning Glory (Aircraft Window).jpg
Morning Glory in an A330 Lufthansa Windows

STORMLORD


#6
Open Discussion / Re: Origin Tribal Duo
Last post by rewvas - October 02, 2024, 10:56:56 PM
Quote from: Jo Kariboo on October 08, 2023, 01:51:37 PMHi everyone, for those interested in primitive music I recently completed a compilation of original compositions on Bandcamp. This compilation brings together pieces with didgeridoo and percussion. Have a nice day !
https://duoorigine1.bandcamp.com/album/shaman-warning geometry dash subzero
Great! :-* :-* :-*
#7
Open Discussion / Re: Tic-Toc Windows Developmen...
Last post by madlyfabulous - October 02, 2024, 10:39:03 PM
Quote from: PabloMack on August 16, 2022, 04:40:34 PMI once read years ago that Microsoft had two Windows development teams and that they alternated between releases. One team did the Odd Numbered versions and the other did the Even Numbered versions. The Odd Numbered versions were deemed the best and thus that team seemed to put out a higher quality software product. I later read that Microsoft stopped that practice. I have several Windows 7 systems with AMD Piledriver-based processors and one Windows 10 system with a Zen-based AMD 5650x. Windows 10 is definitely a cheezier OS and looks like some kid designed the user interface as compared with Windows 7. I have been doing daily backups of one of my development directories (running on an older Phenom II-based system) that I use most. I have been doing a double backup to two different drives over the network.  I first start one backup by pulling the director from the Windows 10 system. I then start the second redundant backup by pulling it from an 8530 running Windows 7. The Windows 7 system always completes the copy long before the Window 10 system does even though I started it last and the Windows 10 system is much newer and has a faster processor. They are both using 100MB Ethernet ports. I am guessing that Windows 10 has a less efficient implementation. Does anyone care to shed some light on this discrepancy? snow rider

The performance discrepancy you're seeing between Windows 7 and Windows 10 during network file transfers is likely due to several factors, including operating system design, background processes, and how each OS manages network resources. 
Windows 10 introduced several new features related to networking and file sharing (like SMB 3.0) that theoretically enhance performance, but they can sometimes introduce overhead, particularly in complex or mixed environments. Windows 7 may rely on simpler file-sharing protocols that are more efficient in certain legacy or low-bandwidth networks like 100MB Ethernet. 
Windows 10 tends to run more background services and telemetry compared to Windows 7, which can consume system resources (CPU, memory, etc.) that might affect network throughput. These background processes could contribute to slower performance during file transfers, especially when multitasking.
Disable unnecessary background services on Windows 10 to free up system resources during transfers.
Consider adjusting the SMB protocol version on both systems to ensure they're using the most compatible version for file sharing.
Ensure that both systems are optimized for performance over networked environments, adjusting network adapter settings if needed.
Use diagnostic tools like Wireshark to examine the file transfer performance and identify bottlenecks specific to Windows 10.

#8
Skies, Atmo, Clouds / Re: Cloud Library
Last post by robk2024 - October 02, 2024, 09:42:24 PM
Figured it out.  needed to hook up clip to atmosphere in the schematic
#9
Skies, Atmo, Clouds / Re: Cloud Library
Last post by robk2024 - October 02, 2024, 06:56:24 PM
More or less a beginner here.  I have downloaded some of the .TGC files in this thread and imported into a new project.  The cloud layers come in but don't show up in the sky.
I can't figure out what is going on.  The .tgc files I have imported all look fine in the atmosphere tab but don't show up in the sky.
A little guidance would be nice.
Thanks
#10
Terragen Discussion / Re: Question: How to import or...
Last post by robk2024 - October 02, 2024, 06:52:23 PM
More or less a beginner here.  I have downloaded some of the .TGC files in this thread and imported into a new project.  The cloud layers come in but don't show up in the sky.
I can't figure out what is going on.  The .tgc files I have imported all look fine in the atmosphere tab but don't show up in the sky.
A little guidance would be nice.
Thanks