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#91
Terragen Discussion / Re: adding rendered trees over...
Last post by pokoy - November 01, 2024, 07:41:37 AM
Yeah, digitalguru is right.
Find out the camera model and look up its technical data, then use whatever the sensor size is for TG's camera sensor size, and then you can use the focal length from the image's EXIF data in TG without any conversion (e.g. crop factor).
It's important to use the same image aspect ratio, so if the image is 3:2, you need to use the same ratio in TG. Otherwise you might end up with different camera height and vertical rotation to match it, but it will inevitably lead to problems.
Lens distortion will play some role, too, and I second digitalguru's advice to apply optical correction in PS or Lightroom. It's negligible with some lenses or situations but since you need to cover a large area of the image, it makes sense to correct for lens distortion, too.
Let me know if you need more help with this, we can get in touch over email/skype etc. Setting this up correctly shouldn't take too long.
#92
Terragen Discussion / Re: adding rendered trees over...
Last post by digitalguru - November 01, 2024, 06:53:35 AM
Do you know the crop factor of the camera that took the photo? That will impact the field of view.  What reports in the meta data most likely won't translate to a TG camera. So if the camera has a crop factor of 1.5 and the lens is 19mm it will have an "effective" focal length of 28.5. I say "effective" as the focal length doesn't change - just the field of view (have a look at https://proedu.com/blogs/photography-fundamentals/crop-factor-explained-understanding-its-impact-in-photography?srsltid=AfmBOop5pqojaH4otw486eOZdumMMcxIrQo9NcEeMBig4NKX3jcCJp0P)

Lens distortion is also a factor, especially with such a wide angle focal length. It's common practise in VFX to undistort footage to match with CG elements then re-distort once the shot has been compostited, but that invloves shooting test grids to calculate the distortion (usually done in something like Nuke, but open source Natron can do it apparently) but if you didn't take the photo that wouldn't be an option.

A lot of this is perhaps beyond the scope of your project, but figuring out the effect of the cameras crop factor might get you closer to the right TG camera settings with more confidence.

EDIT: Assume you've done this but getting the the sensor size of the camera and setting that in the TG camera will be optimal. The default settings of 36 x24mm are for a full frame sensor which has a crop factor of 1.

#93
Terragen Discussion / Re: adding rendered trees over...
Last post by Dune - November 01, 2024, 06:16:06 AM
I doubt it, indeed. Looks like the perspective in the render is 'deeper'. Photo was taken with 19mm focal length data said, but using that in TG didn't work with the base square - my main aim was to match the square field of grass with the lines in the pavement - lining up, so I eyeballed even lower, more wide angle (15ยบ). But the distant stuff moves away of course. Not easy at all. Lens distortion may also play a role, perhaps.
#94
Terragen Discussion / Re: adding rendered trees over...
Last post by pokoy - November 01, 2024, 06:00:30 AM
Are you sure your TG camera matches the real world one? Did you match the focal length, sensor dimensions and image aspect ratio? To me it looks like your TG result has a wider lens.
#95
Image Sharing / Re: African Cumulonimbus Super...
Last post by Dune - November 01, 2024, 05:34:09 AM
Cool breakdown!
#96
Terragen Discussion / Re: adding rendered trees over...
Last post by Dune - November 01, 2024, 05:30:31 AM
I'm going to have a look, but I'm not that familiar with Layout, mostly use Modeler.

I did try my theory, and it kind of works. Problem is that the card shifts as well if moving/rotating the camera, so ther are two fields to work until it looks okay, a bit of a fickle way. So here's a feature request: make it possible to project a photo on the preview screen. Would that be easy/feasible?
#97
Image Sharing / African Cumulonimbus Supercell...
Last post by Stormlord - November 01, 2024, 05:30:09 AM
Actually, I intend to develop my first own Cumulonimbus cloud render.
I never invested too much time into clouds, but here's the reason to start with :-)

But before I can start to build up my own dramatic cloud render, I first have to start somewhere. So I simply began to read here in the file sharing section to look for good cloud examples to learn from.
Sure, I have my own very nice setups, but they're to render more common skies. I never did a really dramatic and impressive Cumulonimbus cloud scene in Terragen.
So in the last weeks, I dived into the interesting world of clouds to make myself more familiar with all available cloud types and all their settings.
So this thread will be about my way to dive more into the world of clouds to finally create my first Cumulonimbus sky.
One of the first files, I examined, is a famous from Luc Bianco.
(You will find his original .tgd at the bottom for download.)

His most important settings can be seen in the screenshot.

02 - Luc Bianco Clouds v2 1.jpg
Screenshot of Luc Biancos Basis Cloud v2 Setup

I never worked with Cloud Layer 2 in Terragen, but after some tweaking and experimenting, I ended up with some nice Cumulus Cloud renderings.

03 - Luc Bianco Style Clouds (TG Interface) 1.jpg
Screenshot of my Luc Bianco Style Clouds Setup

03 - Luc Bianco Style Clouds (TG Interface) 2.jpg
Luc Bianco Style Clouds in the Viewport

04 - Luc Bianco Style Clouds (Weitwinkel).jpg
Luc Bianco Style Clouds 2024 by Dirk Kipper

A first wild perspective give's you a glimpse, what you can create using Terragens Cloud Layer v2.
Here comes an aircraft styled view down to the south pacific sea from more than 30,000 feet. It's just wow!

05 - Cumulus Trench.jpg
Cumulus Trench 2024 by Dirk Kipper

Not bad at all, but there's more to come...
In my next example, I combined two Cloud Layer v2 to add some mist on a lake.

06 - Plains and Mountains 2024.jpg
Plains and Mountains 2024 by Dirk Kipper

07 - Cloud Layer v2.jpg
Plains and Mountains with an added subtle first Cloud Layer v2

08 - Cloud Layer v2.jpg
Plains and Mountains with a second denser Cloud Layer v2 to add more fog

09 - Plains and Mountains 2024.jpg
Plains and Mountains 2024 with some morning fog

This is it for the moment, but in the next post, I will continue with this tread.
More information and renderings regarding clouds will be added!
After experimenting with Terragens Cloud Layer v2, the Cloud Layer v3 is next...

STORMLORD


#98
Terragen Discussion / Re: adding rendered trees over...
Last post by KlausK - November 01, 2024, 02:53:43 AM
It`s in LW 2015.3 for sure.

CHeers, Klaus 
#99
Terragen Discussion / Re: adding rendered trees over...
Last post by Dune - November 01, 2024, 02:45:10 AM
Thanks Kevin. Very interesting feature. But I'm afraid my LW is ancient (2015), and I don't think it's in there. I'll check it out anyway. 

Perhaps if I use a card in front of the camera in TG, I can project the image, and flip between world and card to match camera in TG by eyeballing, you've just given me that idea. With a glass shader, half transparent and RTP it may even work better. Just a theory ...
#100
Terragen Discussion / Re: adding rendered trees over...
Last post by Kevin Kipper - October 31, 2024, 02:50:24 PM
Dune, I think you mentioned that you had an older copy of Lightwave.  It has a feature called "match perspective" that might help solve the camera position for you.  You could export the camera solve as an FBX, or perhaps just type the coordinates from Lightwave into Terragen.  Here's a video I found online about the feature: https://www.youtube.com/watch?v=wCZo1oDE7zo