Hey guys :)
I recently came across an old project of mine from 2008 and decided to work on it some more, this will be my first completed scene in Terragen 2..I would like some advice on improving the image and making it look more realistic, along with giving it some character. Comments and critiques welcomed :)
(http://img690.imageshack.us/img690/9161/montedivina.jpg)
Hi, Gsmith.
Whatever your function/shader is to the cloud layer that's creating those lines, you could create a new transform shader to move it in space.
Input that function to the 'shader' input of the transform shader and then use the transform shader as the density input to the cloud layer. You can then move any shader around in 3D space with the translate/rotate/scale parameters of the transform shader, which would then feed the cloud layer's density fractal input(instead of the shader/function you already have in it). You don't need to input anything into the 'input' dock of the transform shader to do this.
Like this...
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The 'translate' parameters of the transform shader will enable you to move any shader in whatever direction you want.
X=left/right
Y=up/down
Z=back/forth
Although the transform shader has no labels on its translate/rotate/scale inputs for XYZ parameters, the order is simply XYZ, left to right. This will move almost any shader you'd like in space, according to your inputs in those fields.
* Edited the image to show XYZ fields, for anyone who isn't sure of this.
Either positive or negative numbers can be input to the translate/rotate/scale parameters to move the shader around.
Thank you for the tips dandelO ;D I used your method and it's starting to look better, I'm going to render the jet streams individually and composite it into the final render in Photoshop to obtain the best result.
You really don't need to do that, and, just out of curiosity, how are you making those lines?
There shouldn't be any need to composite them in post work at all.
If your camera is looking North(say), then just offset the transform shader's translate Z field by a few hundred metres negatively(try increments of 100m in the direction you need to move them until you have the right setup). If you're looking East(say, again ;)), the same applies, but in the X field. You would certainly be able to move those lines without any outer PS work needed, I can guarantee that.
Maybe you'd like to post a .tgd here, or in private, and we can get those contrails moved for you in a few seconds, and never mind the PS work afterwards. I'd be more than happy to help out. :)
Indeed, if you're determined to do it yourself, that's cool, but fire a PM this way if you want any help, without needing to reassess and composite the scene after rendering it. I'd be glad to help and keep it all TG, it's just easier that way and next time you'll be able to DIY.
In most of these type of cases, postwork needn't apply at all.
This's the thing about TG2, and it's a shame, the instructions/documentations on such things are sketchy at best, but it isn't hard to do what you need here without post processing. Give's a shout if you need to, I'm more than happy to help out.
Sure thing man :) I really appreciate your insight, I would rather keep this in TG2 completely, but for the exact effect I'm looking for I don't know if it would be possible without Photoshop (I want to make the jet stream fade near the center, as it would look in real life). I know this effect could be easily created within Photoshop but if there's a way to do it in Terragen I would be ecstatic (therefore it would be possible to animate it).
The jet streams were created by accident (I was doing some experimenting with clouds in Terragen). All I had to do was create a 3d altocumulus object, go into "tweak noise" on the density fractal map, and stretch the "Z" on the xyz noise stretch to 500 while the x and y were left at 1.
I sent you a PM with a link to the .tgd file, let me know if you got it :)
Having a look now, gsmith. Sorry, went to bed last night before you sent it.
Test images of the file you sent, with the transform controls typed beneath. All other clouds are disabled just for quickness. The .tgd settings I sent back are all the same as the one you sent, though.
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The final image is now uploaded, thank you for the help and information on the cloud transform shader :) I decided to composite the final jet trail using Photoshop (they were created in Terragen and composited through a new layer). I did a little tweaking to the shape and added some blending effects so it would look more realistic. Tell me what you think ;D
The contrail looks very nice. I think you've lost something in the ambient lighting, I preferred the soft, bluish tint from v.1, instead of this pinkish shade that you have now. Nice render, though :)
The post-work in photoshop ended up changing the colorization of everything..I think that I may need to tweak everything a bit before I really consider this finalized..it got rejected in the cgsociety gallery :( so I'm guessing it needs some more work..do you have any advice for me? I want to give this scene some life and make it look very realistic.