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#81
Terragen Support / Re: texture sequences
Last post by Kevin Kipper - May 01, 2025, 05:21:06 PM
Thanks for trying out the script.  I'll see if I can add a mode in which you have to press "enter" or something before the value is passed to Terragen.  That may do the trick.

Expressions would be great as well as your numerical spinners idea.
#82
Terragen Discussion / Re: Question on rendering and ...
Last post by pclavett - May 01, 2025, 05:04:24 PM
Sorry but the previous post uploaded the same image twice. Here is the RayTraced version.
#83
Terragen Discussion / Question on rendering and ligh...
Last post by pclavett - May 01, 2025, 04:55:18 PM
Hi guys ! Just finished a project on the Tetons in Wyoming and the autumn aspens and birch. A render with daytime sun came out pretty good with the vegetation, rendering bright (and quite realistic. The water reflections were also amazing. The render is the first image which was Photoshopped a bit, maybe a bit  too contrasty. Then I made a dawn scene, with plenty of clouds and did 2 test renders, on Standard Raytraced the other PathTraced. The trees appear a lot nicer with the PathTraced but the reflections in the water totally different than with the Raytraced method and not at all like intended with the water settings. The image 2 and 3 are the dawn renders and quite  different. My question is whether I can get the Raytraced water with the PathTraced or get the PathTraced trees with the Raytraced.... that is the best of both in one ? Think that I am not doing the right thing with the EnviroLight......bumped it up to 1.3 with the Standard renderer and know that it is not considered by the PathTraced. I am wondering if it has to be trimed the other way to give more contrast with the parts that have direct light ? In any event, appreciate any idea on getting what I want, that is the PT trees with the RT lake ! Thanks in advance ! 
#84
Terragen Support / Re: texture sequences
Last post by digitalguru - May 01, 2025, 03:28:37 PM
Just tried the script. The "Go to frame" function doesn't work - it's just as "live" as starting to enter the frame number in the transport bar, and the error window still pops up. In my situation it would be handier if that function had the frame field and a button to execute it.

I would still lobby for some kind of expression for a file sequence - being able to loop sequences, hold frames etc would be incredibly useful (Terragen 5 perhaps?)

In fact expressions would be useful all over TG, imagine you have a tree of power fractals and you want to increase them all, having them linked to master would save a lot of leg work - something like Houdini's Paste relative references.

The Compare files function looks interesting though, I can see myself using that a lot.

p.s. while I'm thinking about it, could I suggest having data entry fields in the blue nodes with numerical spinners? Would make trees a lot smaller without having to create constant scalars to control everything, but if you plugged in a node it would override the internal value.
#85
Terragen Support / Re: texture sequences
Last post by Kevin Kipper - May 01, 2025, 12:57:50 PM
I'm using Python 3.10.5 for all the scripts.  I don't know if the older versions of Python will work or not.
#86
Terragen Support / Re: texture sequences
Last post by digitalguru - May 01, 2025, 11:41:25 AM
Quote from: Kevin Kipper on May 01, 2025, 11:29:48 AMI have a question regarding the original post.  Do you mean that when you start typing a frame number in the "Set the current frame" input field that the warning message pops up?
Exactly.
Script sounds just the ticket, I'll give it a try. Does it need a specific version of Python? I have a few installed on my machine for dev purposes.
#87
Terragen Support / Re: texture sequences
Last post by Kevin Kipper - May 01, 2025, 11:29:48 AM
I have a question regarding the original post.  Do you mean that when you start typing a frame number in the "Set the current frame" input field that the warning message pops up?

If so, have you tried using the "tg_goto_frame" script?  I think this script will by-pass the "instant parsing" behaviour you're describing.

The script is part of the redmaw-tg-toolkit that can be found in this forum's File Sharing > Tools, Utilities section.

Once you've installed the toolkit, you run the "tg_dashboard" which gives you a floating UI window from which you can run any of the scripts in the toolkit.

More importantly, you can use a keyboard shortcut to launch the "tg_goto_frame" script.  The default shortcut is "g".

As soon as you start typing in the frame number, Terragen will advance to the frame.  You can use the up and down arrows to advance one frame forward or backwards too.
#88
Terragen Support / Re: texture sequences
Last post by Dune - May 01, 2025, 01:59:10 AM
Instant parsing, never heard of that expression, but English is not my native language, so I learned something again. But I agree with the behavior it has being a nuisance. When typing in (additional) letters/numbers for textures instead of finding them in the folder it sits in (I call my bumpmaps ..._BUMP), I always have to type in the title, then cut and paste it in the string. Nowadays I use just an addition B, btw. for bumptextures, so that's easier.
#89
Terragen Support / Re: texture sequences
Last post by pokoy - April 30, 2025, 09:04:01 AM
Not throwing an error and displaying a warning in the node or the log window would be an option, too. TG's UI/UX are just utterly outdated, no other way to put it.
#90
Terragen Support / Re: texture sequences
Last post by digitalguru - April 30, 2025, 08:07:09 AM
Would be nice if we had expressions - I have the same sequence in Maya - the first and last frames are black (i.e no displacement)  and I can write an expression to hold those frames outside the range of the sequence, which prevents those kind of errors.