Hi Terrageneers!
I hope 2018 is being good to you all so far. I've been semi off-grid for a few weeks (concluding with a brief but wonderful trip to wintry Iceland!) but there is a lot going on at Planetside behind the scenes. So let's talk about what we have planned for 2018!
First off, Planetside is growing. This year we are adding new programmers to the team. Terragen 4 sales have been good so far and I'm reinvesting as much as I can into accelerating development. I'll have more to say about this soon.
Subscription plans will be available as an option, beginning some time in the first half of 2018. Anyone who prefers to buy perpetual licenses (like before) will be able to - we are not taking that option away from anybody. Adding subscriptions is a way to give people a choice. We want our users to have more options to license Terragen in whichever way works best for them. We think that will attract additional customers who might otherwise walk away from the price of a perpetual license, so we predict this will increase the size of our user community and that is going to be better for everybody.
What features and enhancements to Terragen do we have planned for release this year?
* Faster rendering (expected in 4.2)
* Post effect adjustments in Render View without requiring re-render
* LUTs and other post effects
* Various improvements to the 3D Preview, especially the RTP
* Grouping/hierarchy for objects, lights and cameras
* Rotation and scale modulator inputs for populations
* VDB import/export for clouds
* Brute force GI / path tracing
Finally, in the second half of 2018 I want to show you a prototype of a new tool for creating landscapes. I can't say any more yet; you will just have to wait and see! :)
Matt
Exciting news!! 8)
No plans for a detailed user guide? ::)
* VDB import/export for clouds
8) 8) 8)
Congratulations on the expanded workforce.
Looking forward to all the new additions especially ... well all of them :)
All good, looking forward to these developments.
Sounds promising! Pretty nice improvements feature wise.
But getting more coders onboard is my favourite part of the plan.
Cheers, Klaus.
That's good news, Matt!
Sounds good (except subscription, but with perpetual licenses still there no problem for me) :)
Wow, lotta good stuff there and really good to hear sales are going well enough to add programmers. I had a feeling that was going to happen as no program really does what TG already does so well. A bit disappointed there was no mention of a greyscale transparency update but I am patient...just old. Hope it happens in my lifetime hee hee hee.
Thanks Matt and 2 thumbs up on your vacation to Iceland...I'm sure it was restorative in many ways. And 3 cheers on the path TG's taking....
Welcome and exciting news. :)
Yessss! Thumbs up!!
Sounds boss, I'm in.
Heirarchies, that's a win.
It's all a win.
Any progress on alembic or maybe MDD import?
:)
Hi all :)
This is great to hear.
QuoteSubscription plans will be available as an option, beginning some time in the first half of 2018.
This is good news! However I have been waitng for this to be implemented for some two years now - so I really hope it gets introduced.
There are only two things that have stopped me using Terragen
1) Can't get a decent render for skyboxes for use in game engines - the six renders are slightly different shades so they don't match correctly
2) Waiting for the subscription model.
- On a pension these days and the monetary outlay is out of my reach (still saving) but it is a lot to shell out if I can't get renders to match, since the main purpose of using this kind of tool would not be achievable for me.
- Now this may be down to my inexperience (most likely) or the limitations of the free version.
- A subscription model may open up the possibility for me to see if my gaol can be reached :)
Waiting in anticipation :) :)
OldFlak....
Yes to all of that, Matt ;)
We could really do with the LUT and VDB stuff. That's great news.
Great news, Matt. Something to look forward to this year, and so nice to hear that Planetside is thriving!
I know it`s getting old and boring, but... get the WIKI up to date also.
First and foremost the Node Reference. Please.
CHeers, Klaus
Quote from: OldFlak on January 24, 2018, 04:01:39 AM
There are only two things that have stopped me using Terragen
1) Can't get a decent render for skyboxes for use in game engines - the six renders are slightly different shades so they don't match correctly
2) Waiting for the subscription model.
[
OldFlak....
Hhave you tried this? A lot of users without the 360 camera used this to good effect in the recent VR challenge to get their spherical renders together.
https://youtu.be/JQt_FD_Ps28
Quote from: KlausK on February 02, 2018, 09:54:31 AM
I know it`s getting old and boring, but... get the WIKI up to date also.
First and foremost the Node Reference. Please.
CHeers, Klaus
It is old but not boring. The lack of docs almost turned me away from TG to Vue or something. And I am sure it does turns away people. Thus they loose income...
Guess PS got enough money otherwise they would be more interested in this subject.
Bonjour et bonne année (sorry if I am a bit late...)
The mythical SDK? ;)
Thanks for the information, and good luck for 2018!
Quote from: bobbystahr on February 02, 2018, 10:44:06 AM
Quote from: OldFlak on January 24, 2018, 04:01:39 AM
There are only two things that have stopped me using Terragen
1) Can't get a decent render for skyboxes for use in game engines - the six renders are slightly different shades so they don't match correctly
2) Waiting for the subscription model.
[
OldFlak....
Hhave you tried this? A lot of users without the 360 camera used this to good effect in the recent VR challenge to get their spherical renders together.
https://youtu.be/JQt_FD_Ps28
Sorry for long delay in answering - holidays are sweet!
Yeah, I used that for my projects. The six sides all line up perfectly with that method, but the renders are slightly different shades, so you can see where they join. Which is a little disappointing - I really want something better than Bryce - lol!
OldFlak....
The SDK remains available on an individual basis and at our discretion to those who inquire directly with us. It is PC-only at this time.
Mismatches between skybox renders are almost all due to GI differences. You can solve this with appropriate use of the GI cache, which is only available in licensed versions of course.
- Oshyan
re: skybox
just seen this, might help:
https://jaxry.github.io/panorama-to-cubemap/
http://gonchar.me/blog/goncharposts/2150
https://www.360toolkit.co/convert-cubemap-to-spherical-equirectangular.html
I agree with those mentioning the documentation. It's by far the worst docs I've ever read for a commercially available 3D DCC software. (I've read many over the years).
2-6+ year old pages are the norm it seems. As well as entirely missing chapters. Many new features have no explanation at all, leaving users to guess at their functionality. A chronic lack of screenshots (especially in the guides sections) to help, you know, guide the novice. And where there are screenshots they are old and outdated. Formatting is inconsistent and the labeling/naming has discrepancies between the App and the Wiki (and I'm not just talking about Colour vs. Color). Node reference tabs split up across multiple pages (why?!). And overall, it feels like it is written by programmers, rather than by (tech)-artists for artists. Too dry and in many cases needlessly repetitive. I could go on....
If you want to grow your user base, you absolutely have to start taking this seriously. It's been bad for as long as I can remember and it is partly to blame for TG's reputation out there in the VFX & games industry (awesome quality, but too much of a hassle/difficult to invest time to learn it). Terragen is a tough cookie to crack in and of itself but the Wiki is the bouncer that chases off many brave souls.
As many new/improved things as I would like to see in TG, instead I'd say hire one less programmer and pay for a good tech writer. Don't just rely on "donations" from your user base. That's something that needs to be in addition to a solid documentation, and not serve as the band-aid.
Sorry if this sounds a bit harsh, but I've spent the last few days reading through the Wiki and it gives me the same painful flashbacks from when I last read it........ back in 2011!
Quote from: DutchDimension on March 03, 2018, 09:49:00 AM
Sorry if this sounds a bit harsh, but I've spent the last few days reading through the Wiki and it gives me the same painful flashbacks from when I last read it........ back in 2011!
Time maybe better spent inside TG tweaking and trying stuff. I spent the longest time at the start avoiding the WIKI and discovered delightfully many things and stuff I couldn't grok I asked about here...generally promptly answered, often in an entertaining(to me at least)manner.
Quote from: bobbystahr on March 03, 2018, 09:51:33 AM
Quote from: DutchDimension on March 03, 2018, 09:49:00 AM
Sorry if this sounds a bit harsh, but I've spent the last few days reading through the Wiki and it gives me the same painful flashbacks from when I last read it........ back in 2011!
Time maybe better spent inside TG tweaking and trying stuff. I spent the longest time at the start avoiding the WIKI and discovered delightfully many things and stuff I couldn't grok I asked about here...generally promptly answered, often in an entertaining(to me at least)manner.
Perhaps I should've worded that better. As in: "I've spent the last few days reading through the Wiki as I experimented and stumbled around inside TG". I actually did end up creating a few test cases and proof of concepts for shots we are currently working on.
As far as the wiki is concerned, perhaps users could submit videos on how to accomplish certain tasks, and have Oshyan do a voice over explaining it. Just throwing it out there.
As it's a wiki, could it not be more open source so it can be edited and updated by anyone? Sometimes I come across a check box or slider I don't know the function of, it's missing in the wiki and then I find the answer via the forum. Well that answer could easily be placed into the wiki by anybody. What I Know Is...
Quote from: Upon Infinity on March 04, 2018, 03:03:21 AM
As far as the wiki is concerned, perhaps users could submit videos on how to accomplish certain tasks, and have Oshyan do a voice over explaining it. Just throwing it out there.
It was open edit access for years and there was unfortunately minimal contribution. Of course it is not up to our users to ensure complete and accurate documentation. Matt will be posting an update here soon which will outline how we plan to address this long-standing and understandably very frustrating issue.
- Oshyan
Quote from: OldFlak on January 24, 2018, 04:01:39 AM
1) Can't get a decent render for skyboxes for use in game engines - the six renders are slightly different shades so they don't match correctly
OldFlak....
OldFlak,
Did you ever figure out your SkyBox issues? I have been getting perfect results using a 360 Camera, and then creating the cube faces after the fact in some other tool. Some engines will just import the Equirectangular Pano and automatically convert to the 6 cube faces (Unity for example).
Quote from: D.A. Bentley on March 13, 2018, 02:21:33 PM
Quote from: OldFlak on January 24, 2018, 04:01:39 AM
1) Can't get a decent render for skyboxes for use in game engines - the six renders are slightly different shades so they don't match correctly
OldFlak....
OldFlak,
Did you ever figure out your SkyBox issues? I have been getting perfect results using a 360 Camera, and then creating the cube faces after the fact in some other tool. Some engines will just import the Equirectangular Pano and automatically convert to the 6 cube faces (Unity for example).
Sorry for lengthy delay answering.
No I haven't solved the issue, I am pretty sure it just can't be done with the free version, so gave up trying and have been working on PBR assets instead.
Is the 360 camera operational in the free version, or does that require the paid version? Any tutorials on how to use that feature?
OldFlak....
Maybe it`s time to check out this site: https://planetside.co.uk/terragen-product-comparison/
CHeers, Klaus ;)
Quote from: KlausK on March 17, 2018, 07:18:24 AM
Maybe it`s time to check out this site: https://planetside.co.uk/terragen-product-comparison/
CHeers, Klaus ;)
Yes, been there before :)
Is the 360 degree camera the spherical camera? - if so it is only in the professional version which is $900 AU
The GI Cache is in the creative version, which is $450 AU
I am not complaining about the prices if, I had the cash I would gladly pay but it is a little out of my reach, which is why I am hoping the sub is affordable, if\when it comes :)
OldFlak....
Yes. Spherical camera is the 360 camera.
Did you look at this topic: https://planetside.co.uk/forums/index.php/topic,21257.0.html ?
Has a scene file and youtube video and a good explanation on how to create cube maps.
If you read that already too, I am out of ideas...
CHeers, Klaus
Quote from: KlausK on March 17, 2018, 07:41:21 AM
Yes. Spherical camera is the 360 camera.
Did you look at this topic: https://planetside.co.uk/forums/index.php/topic,21257.0.html ?
Has a scene file and youtube video and a good explanation on how to create cube maps.
If you read that already too, I am out of ideas...
CHeers, Klaus
Thanks for the feedback KlausK, yes I have been using that info and works fine except the 6 sides of the cube are not the same shade so while everything lines up you can see the seams since one or more of the six sides are slightly lighter or darker.
OldFlak....
Quote from: Oshyan on March 06, 2018, 04:28:46 PMMatt will be posting an update here soon which will outline how we plan to address this long-standing and understandably very frustrating issue.
- Oshyan
Hi Oshyan,
any update on when this might happen?
Hi DD,
We are planning to hire someone to help with the documentation and/or other training materials which we haven't focused on enough. We'll post more specific requirements soon. But in the mean time, if you know of a good technical writer with some experience with graphics software, or a 3D software expert with prior experience making tutorials or docs, I would like to get in touch with them and see if we can work together. You can either PM me here, contact us via our website, or send an email to contact at planetside.co.uk
Matt
Guessing this is a paid job so perhaps one of the Pros like Dune could write stuff up.
Yes, absolutely it is paid. Details on the job opportunity(ies) will come soon.
- Oshyan
Quote from: archonforest on April 03, 2018, 03:07:34 AM
Guessing this is a paid job so perhaps one of the Pros like Dune could write stuff up.
Would be nice to dissect and learn from some of Ulco's work in general. :P
I intended to post something on April 1 that I was giving away all my files ;D :P
Quote from: Matt on April 03, 2018, 02:18:56 AM
Hi DD,
We are planning to hire someone to help with the documentation and/or other training materials which we haven't focused on enough. We'll post more specific requirements soon. But in the mean time, if you know of a good technical writer with some experience with graphics software, or a 3D software expert with prior experience making tutorials or docs, I would like to get in touch with them and see if we can work together. You can either PM me here, contact us via our website, or send an email to contact at planetside.co.uk
Matt
I know a one or two technical writers, yes. But they are wholly unfamiliar with Terragen and terrain generation principles in general. With Terragen being quite a niche software and the number of adequately experienced users being but a fraction of its user base, finding a good candidate will be a challenge.
Having said that, my recommendation would be Martin Huisman, though he'll be somewhat busy with other adventures for a while. :)
Quote from: Matt on April 03, 2018, 02:18:56 AM
Hi DD,
We are planning to hire someone to help with the documentation and/or other training materials which we haven't focused on enough. We'll post more specific requirements soon. But in the mean time, if you know of a good technical writer with some experience with graphics software, or a 3D software expert with prior experience making tutorials or docs, I would like to get in touch with them and see if we can work together. You can either PM me here, contact us via our website, or send an email to contact at planetside.co.uk
Matt
That is fantastic news!
Perhaps Geekatplay can be asked? He seems to be a pretty talented person with lots of 3D knowledge. I think he could do this if someone can help to correct his English. (I bought several videos from him and had a hard time to understand here and there as he got a strong Russian accent.)
Vdb import/export. Fantastic!!
Thanks guys!!
Iam for VDB import/export for clouds :)
Congrat's ! -> Open VDB, Post-effetcs, etc and Waiting for new terrain modeling tool !
As I'm on EDU side I'm really waiting new documentations to help my students :)
Please release quickly Export OpenVDB. Every time new build come out, I jump and see the changelog immedialy just to read if it has OpenVDB features or not.
OpenVDB export is in beta testing. It will come sooner than later. Import will take longer.
- Oshyan
Hey Oshyan, Is there any chance I can get on testing the beta? I'd love to put the new OpenVDB feature through its paces!
- Shawn
Quote from: Oshyan on July 21, 2018, 09:12:40 PM
OpenVDB export is in beta testing. It will come sooner than later. Import will take longer.
- Oshyan
Will follow-up with you via email.
- Oshyan
Hey people :)
Quote from: Matt on January 18, 2018, 03:47:37 PM
Subscription plans will be available as an option, beginning some time in the first half of 2018.
So we be well into the second half of the year now, is this still going to happen?
OldFlak....
Yes. We shuffled our priorities, but subscription options are coming soon. I stress options because we'll continue to offer perpetual licenses and maintenance plans.
I'm excited about the .VDB import/export functionality. This would give studios another reason to buy/use Terragen. Easy, great looking clouds that can be rendered in other applications?
Yes PLEASE! When can we expect that ?
VDB export is currently in testing and is being fine-tuned for things like correct scaling and density export. There is a discussion thread about it which you may want to read through and participate in here:
https://planetside.co.uk/forums/index.php/topic,24626.0.html
- Oshyan
Still waiting OpenVDB with animation. I can wait thousand years for this awesome feature :D
Would it be possible to get an option in the render node to do a clay render? It's not just because I think clay renders are beautiful :), but it could also help with setting up the lighting. It's much easier to see what needs to be done with the lighting if everything is white or grey. Makes it much easier to see how the light and shadows play around in the scene.
You could add, as a workaround, a grey surface shader at the end of the nodes setup that would cover all the other colors. It's not quite the same, but it works for me.
I know, but this is very time consuming when the scene starts to get very complex
About the landscaping tool.... :3
Quote from: Matt on January 18, 2018, 03:47:37 PM
Finally, in the second half of 2018 I want to show you a prototype of a new tool for creating landscapes. I can't say any more yet; you will just have to wait and see! :)
Matt
Quote from: WASasquatch on November 08, 2018, 06:32:59 AM
About the landscaping tool.... :3
Yes.... I really wanna see what this is about :)
- Terje
Is there a "Plan for 2019" announcement in the works? ;) Just curious what we might expect for the year as far as new features etc.
-Derek
Terragen 4.4 will be about getting path tracing "out of beta", introducing subsurface scattering, and big speed improvements for clouds. Following 4.4, releases will focus on the rest of the items from the 2018 plan.
I can't wait! :o
- Terje
Quote from: Matt on February 25, 2019, 10:33:28 PM
Terragen 4.4 will be about getting path tracing "out of beta", introducing subsurface scattering, and big speed improvements for clouds. Following 4.4, releases will focus on the rest of the items from the 2018 plan.
Sounds awesome. I'm using TG heavily now for our commercial work again, producing environments for real world air-to-air shots, and it's simply stunning how TG's atmosphere and clouds match all the real world photography we get, v3 clouds were a huge step for me. Looking forward to any speed improvements!
The only other thing that I *really* wish would happen in 2019 is an improved frame buffer. Correct 100% viewing at all sizes, interactive - as in without the need to re-render - exposure, contrast, tone mapping, light temperature parameter (!), bloom/glare etc. That would improve working with TG by a magnitude. Anyway, looking forward to anything you come up with.