Recent posts
#91
Last post by SamDB - February 08, 2025, 02:13:46 AM
Hello, I have a space scene where the camera moves million of miles.
I need to scale this movement down as it's not viable to have this movement in Maya/NukeX. Realistically, i need the to scale the millions of miles to a couple of metres.
I have tried exporting the camera and exporting an FBX scene where I can scale the camera down, however this hasn't worked.
I have tried all of the different scale factors when exporting a camera out but the distance the camera moves is always the same. Does anyone have any experience with this?
I have attached pics of the camera export settings in Terragen and the Camera end position in Maya to give a better perspective.
#92
Last post by Dune - February 07, 2025, 02:07:22 AM
It's getting somewhere. You could try multiplying by a perlin 3D, and in another line change the block size (transform shader) and multiply that by the inverted Perlin 3D, then combine again (mix shader). Or use a mix shader and have a PF (or perlin 3D) as mix controller, either stretched or not.
Perhaps multiplying by a larger sinus will also break the regularity. And you could combine with a fake stone shader for more variation. Or warp on a smaller scale.
#93
Last post by Roberts - February 06, 2025, 06:39:49 AM
Yes, it becomes very hard indeed. But it can be softened and broken up. In this example rendering it is very hard and regular, like manmade objects. Using the linear step (instead of smooth step) make the individual outcrops get a beveled look of course, which is not very natural. And my workspace is a tangled mess as usual:-)
But I wonder if there is some aternative method to the PF-method you proposed? It would be practical if I could define an interval using blue nodes perhaps?
#94
No worries. The only update we've made to any of the scripts is to bundle them together in the redmaw-tg-toolkit. For those specific scripts we've tried to update the UI so that when the script is run on the MacOS it looks similar to when it is run on Windows.
#95
Last post by RichTwo - February 03, 2025, 12:12:58 PM
An update: After a few days of my not attempting to use this function, I tried again. This time there was no issue with it crashing, at least not yet. To test it further, I aborted a project and started anew. The control panel remained open, and as I write this, it still is after more than an hour. That tells me either it was my old machine or a fix was found. I'm betting all on the former, since there hasn't been any further discussion in this thread.
My apologies if this caused any head scratching and futile searches for a problem amongst the Planetside Staff. I was mostly curious if anyone else experienced it. Apparently, it was just little ol' me...

#96
Last post by Dune - February 03, 2025, 11:20:06 AM
I think, but am not sure, that the edges of this modulo method will be pretty hard, perhaps too hard. You may be better off painting a displacement map in photoshop, or a few to mix. Or use a sinus function, like attached.
But I'd be keen to see what you come up with.
#97
Last post by Roberts - February 03, 2025, 10:20:25 AM
Oh, just the usual. Trying to make rectangular rocky terrain:-)
My idea is to make something like the very sketchy picture attached. An irregular grid where the rectangles are of different sizes and shifted in relation to each other (picture shows them shifting up/down but they could be shifting in other directions as well)
Sorry for the crappy drawing, I'm drawing on my mobile... I can post something rendered in TG later.
#98
Last post by Dune - February 03, 2025, 02:26:19 AM
Yes, but probably you won't even need the stretching, as the X to scalar and modula will likely make it into bands anyway. What do you need it for? Can you show?
#99
Last post by Roberts - February 03, 2025, 01:52:53 AM
Thank you Dune!
I´m trying it out, it definitely works and is close to what I was aiming for. So the high and low colours basically defines the interval in meters and the stretching of the PF limits the shifting to one axis?
Thank you so much again, very useful and I learnt something:-)
Roberts
#100
Last post by Dune - February 02, 2025, 02:47:07 AM
I would do something like this.