Recent posts

#91
Terragen Support / Re: Purple noise in spherical ...
Last post by Matt - January 31, 2025, 01:27:25 PM
Thank you for letting us know the solution. It seems like there is a bug in the Image Map Shader's "convert to linear" option, but it may be triggered by something specific to your background texture that we haven't encountered before. Are you able to send us the image file you're using, or perhaps a smaller version that exhibits the same problem? You can send a Personal Message (PM) to me, or email support@planetside.co.uk . We would like to find and fix this bug.
#92
Terragen Support / Re: Purple noise in spherical ...
Last post by markun4649 - January 31, 2025, 09:24:19 AM
Sorry. That seems to have been resolved. I changed Convert to linear to Data is linear in the Colour tab of the background Image map shader node and the noise no longer occurs.
#93
Terragen Support / Purple noise in spherical imag...
Last post by markun4649 - January 31, 2025, 08:07:10 AM
Hello, I have rendered a spherical image using Terragen 4 and it outputs an image with purple noise as shown in the image. I have reviewed the rendering settings, but the noise is not gone. In some cases the output is a completely purplish image. Does anyone know how to solve this problem?
#94
Tools, Utilities / Announcing the redmaw-tg-toolk...
Last post by Kevin Kipper - January 30, 2025, 07:19:05 PM
You can now download all the Python scripts for Terragen that I've posted on the Planetside Software forums in one convenient ZIP file. 

This new repository of scripts is called redmaw-tg-toolkit.  It contains the dashboard script which will generate a UI with buttons to launch each of the scripts.  You can customize the dashboard by way of its config file, which can be easily edited in a text editor.

As new scripts become available, we'll add them to the repository and you'll be able to update existing scripts or sync with the repository to download the new scripts.

We've tested the scripts on Windows and Mac operating systems, and while there are slight differences in the way the UI's are displayed, all of them are working across both platforms.

The ZIP file contains a README file with the requirements, installation, and usage instructions.

To download the ZIP file, go to the link below, and click on the green CODE button and select "Download ZIP".
https://github.com/RedMawVFX/redmaw-tg-toolkit

Extract the ZIP archive to your computer, wherever you want to save your scripts.

GitHub_Redmaw_tg_toolkit.JPG



You'll need to have a version of Terragen 4 with the remote procedure call (RPC) feature and Python installed on your computer and modules listed below.

Terragen 4 Professional (v4.6.31 or later)
or Terragen 4 Creative (4.7.15 or later)
or Terragen 4 Free (4.7.15 or later)
https://planetside.co.uk/

Python
https://www.python.org/

Tom's Obvious, Minimal Language module
https://pypi.org/project/toml/

Pillow
https://pypi.org/project/Pillow/

terragen-rpc
https://github.com/planetside-software/terragen-rpc

Happy scripting!
#95
Tools, Utilities / Re: Script tg_splatter_craters...
Last post by Doug - January 29, 2025, 07:50:29 PM
never mind

you said imagine

#96
Tools, Utilities / Re: Script tg_splatter_craters...
Last post by Doug - January 29, 2025, 07:49:48 PM
it says number of craters 10

the 100 number also determines the number of craters?
#97
Tools, Utilities / Re: Script tg_splatter_craters...
Last post by Kevin Kipper - January 29, 2025, 05:20:52 PM
Haha.  Yes, about that.  So when RPC adds a node to the project it's positioned in the center of the Node Network pane.  I've gotten into the habit of moving the Node Network view to where I want the nodes to appear.  Now RPC will still stack the nodes on top of each other, but they're a little easier to deal with, rather than stacking up on some part of the node network that you don't want them to be, like the Atmosphere group.

You mentioned you had 10 Crater nodes close to each other, but imagine you had 100.  What a job that would be to unravel and reposition them.  This is the type of situation that scripting is great for, i.e. repetitive tasks.  I've already written a script that unravels selected nodes.  I haven't released it to the public yet, but I use it all the time.  I simply select the entire cluster of nodes that are stacked on top of each other and run the script.  It basically repositions the nodes vertically so they're not on top of each other.  It's then much easier to move the entire group of crater nodes where you want in the node network view.  That's how I got the "nice" look in the example images.

As soon as I'm done with the current scripting project we're working on, I'll get a version of the unraveling script posted so you can use it.

I've been thinking about how to incorporate what the unraveling script is doing, so that it can be added to other scripts like a function call.  That way the nodes would be better aligned to begin with.

Just so you know, the node connections are correct; the nodes are just stacked on top of each other.
#98
Tools, Utilities / Re: Script tg_splatter_craters...
Last post by Doug - January 29, 2025, 03:39:53 PM
It would seem that i have 10 Craters close to each other. I will work on that, but it seems to work.

My problem is when it 'attempts" to connect the added Craters, they are all on top  of each other.
Not nice like your picture.

If desired, the Crater shaders can be inserted into the node network workflow. The "Output > Main input" option will attempt to connect the added Crater shaders in between the first Compute terrain node in the project and whatever shader was assigned to its Main input when the Apply button is clicked.  The "Merge shader" option will attempt the same via a Merge shader node.  When the "Don't" option is chosen, no attempt is made to connect the Crater shaders to the existing node network.
#99
Tools, Utilities / Re: Script tg_splatter_craters...
Last post by RichTwo - January 29, 2025, 01:41:36 PM
In answer to what system I've got, it's Windows 10. And yes, I do and click directly on the icon in its folder, and it happens exactly the way you described it. The py script otherwise seems to work as designed. 

I don't know if it is of any use to know, but about a year ago I had uninstalled the antivirus program (Norton 360) because it bogged down almost everything I tried to do on the computer. I'm relying solely on Defender now. My machine is still old and slow (like me...  ::)) but far better than what it was.
#100
Terragen Discussion / Re: Sky clip Imported - Hori...
Last post by Dune - January 29, 2025, 02:38:58 AM
I think you mean that the dove cloud in TG extends towards the horizon, lies 'flat' above the ground, and you want it perpendicular to the ground. In sky you should be able to watch and work on your painted cloud from another cameraview, and maybe move it the way you want. I'm not exactly sure how that works, but it should be possible.
But I think it's easier to work directly in Terragen; make a Photoshop mask, project it by a new camera (or the render camera) on a thick and high cloud in front of the render camera, and use a narrow simple shape perpendicular to the camera to clip the cloud to say 1000-1200m from the camera. If you use a second camera, you can move the projection around a bit as needed. Oh yeah, and in tweaks, uncheck taper top and base for a higher cloud.