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archon, I take it to mean that - as with other "members" who have joined in the past - he will now be selling some of his resources, scenes, assets, etc. through NWDA. That's a great win for the Terragen community as I'm sure we could all learn a lot from some of the unique things he is doing. :)

- Oshyan
Image Sharing / Re: Dune's 2DFlame Card
« Last post by luvsmuzik on Today at 12:05:48 AM »
a little starburst
Image Sharing / Re: Twin Peaks ~ impressionistic
« Last post by luvsmuzik on Today at 12:03:06 AM »
And what does a kugelkopf image resemble? Used in world background..... :)
Terragen Discussion / Procedural Semi-Transparency Colours
« Last post by WASasquatch on July 18, 2018, 09:24:19 PM »
Is there a way to obtain semi-transparency with procedural colours? A image map can obtain this, but I can't seem to do it with PFs. The colour always picks up a certain brightness and is solid from there straight down to the pixel level. Glass doesn't work with shadows as it creates a solid shadow layer.

I'd like to do some procedural shadows based on water, but this doesn't seem possible in any aesthetically pleasing way.

Here is a rough draft with a image map and hidden card at water level for caustic shadows.
Image Sharing / Re: The long way to Orakum II The standing guards
« Last post by Dragonfire on July 18, 2018, 08:28:18 PM »
You are a master at texturing for sure! New objects are just great!

Man's Inventions and Discoveries

I could do a whole dissertation on these images and objects! I know you will use them in your fantastic surreal compositions, but I truly appreciate the modelling skill and creativity involved. :)

I am very pleased your comment my friend!

This project actually gets longer and more elaborate than I thought, if I had known that, an extra thread would have been appropriate :)

Here the next Step of "Jandosch Gravisphere"
Image Sharing / Re: Dune's 2DFlame Card
« Last post by luvsmuzik on July 18, 2018, 08:16:03 PM »
Now here is WASasquatch/Dune card setup. Scale changed, did fine.

I made some sparks flying about as if a new log was just added or the wind maybe stirring things up.
I took the Flame Card Flame Density Fractal and in Colour tab, Colour Offset is -0.775
Same fractal reduced scale to 0.025  and 0.025 in minimum also.
This takes you from a nearly solid vornoi noise preview to a sparse one.

I hear you about your goal WASasquatch, somewhere I have seen a tapered SSS sort of like a trapezoid, maybe for a rocket plume or waterfall, memory eludes me just now. I will look through cloud stuff.

I want to see if bloom or burst would do something "cute" on this now. Maybe a little smoke.....we'll see. :)
Terragen Discussion / Re: Vary Height Limitations
« Last post by WASasquatch on July 18, 2018, 06:56:01 PM »
Not that I'm aware of, final positions can't be warped, because they're.. final  ;)

I always thought of them just final to the worlds position/space, that doesn't inherently imply non-editable, and tools to do so would be fancy, as this is how objects operate.
File Sharing / Re: Simple planet setup... needs work!
« Last post by WASasquatch on July 18, 2018, 06:23:06 PM »
That's great! Love the transition between what looks like warped PFs and the actual mountains. Seems a tad over scale for the curvature of the planet though :P
Image Sharing / Re: Underwater Surface Tests
« Last post by WASasquatch on July 18, 2018, 06:17:37 PM »
Pretty good Jordan,you and Rene have me all tempted to attack underwater again as my original shark scene was many versions back...

I remember that scene. Would love to see some updates to it or a new one. :D
Image Sharing / Re: Dune's 2DFlame Card
« Last post by WASasquatch on July 18, 2018, 05:59:31 PM »
Thanks Dune!
I am so stubborn.....Okay here now, WASasquatch card trial, then Dune fix,

In the card shader....In the Surface layers Flame Density/ Color Max height, switched to 100 altitude max. So the black stuff is gone, but obvious card edge frame...Can you mask the card shape edge?

I may try this on some rock pop

What I was doing, is masking the Max Height surface layers with a separate SSS and warping to create a "flame patch" which was working decently, but could be better if it could be flipped from X-Z to X or Z and Y.  Cause you could than actually have a stretched SSS circle shape which creates a fire shape. Just not sure how to achieve it.
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