Are there any plans for PS to animate water any time in the near future?
You can animate it yourself with a transform shader, moving X Y or Z, depending on what you need. If you move the Y for instance, you change the fractal and it looks like it's 'static wave movement'. Move the X or Z as well and you have a river movement. Move 2 or 3 opposite or crossed, and you might make an ocean movement. Lots to explore there.
[vimeo]http://vimeo.com/59799222[/vimeo]
These are really good, Dune.
Ulco,
Yes. But I for one would prefer that T2 came with some ready made nodes for things like this. Building absolutely everything from scratch, or searching for clips, is really getting tiring!
For the life of me, I really don't understand why planetside does not include Some basics; A few Optimized clouds (w/animation), some optimized waters (with animation), and for the love of 3D, some optimized rock shaders. With respect to rock shaders I mean rock types, ie; granet, lime, sand stone, conglomerate. Some basic Igneous Rocks, Sedimentary Rocks, Metamorphic Rocks, with some notes about how to make changes to them. all in a single (editable) node for each.
It just seams so basic. And would save so much time. Not to mention it is a very easy way for them to add value to their product.
While were at it, a few basic terrains too would be nice; Some continents, a optimized alps or two, maybe some generic plains lands, so on. All editable too.
I would love this soft a lot more if they did! I think they would retain more new users also.
Others have said as much as me before. It just seems so obvious... Maybe I just don't get it?
Sorry planetside, no bitching meant! I really love the soft, and wish you guys prosperity and personal happiness.
I just think it would help so much, if you did it. And truthfully, it would take you what, a month, to do?
Create the generic stuff, optimize it, and find a place in the software to put it?
You should all take a week off from programing code and testing, and just add some nice bits... I always worry about my legal rights when I use user provided clips, but I would have no such worry if they came with the soft because then it would be expected by everyone (including clients) that I use them.
And lastly, and sadly, we can not all be like DandelO, T-U, Dune, and the all the guys at NWDA. Some of us need the help, and the people I mentioned cant spend all of their time helping.
Never mind that it gets degrading always having to ask for help, despite the good nature of those helping (including you guys at planetside!) But software shouldn't make users feel dumb, it should make them better, even better people (as grandiose as that sounds)
Anyway, every so often a complaint party sarts up, I think thats normal for software groups. Planetside was due for one ;)
And just for some context.. I started using maya less than a year ago, and T2 a few years ago. But I am much stronger maya user than T2, despite Maya being much more complex soft (I would say). That has to tell us something?
Just my thoughts. Take em' or leave em', but please dont piss on em' ;D ;)
I completely agree it would be nice to have some examples and templates
like we had in terragen clasic. 8)
Sorry N, I was editing my rant when you posted. You may want to re-read, and decide again if you still agree. :o
By the way, Ulco. I agree that, that is some nice waters you got there! Good stuff.
Haha, I so know what you're feeling :)
I'd like to put a few things in perspective though, but I also like to share similar sympathies for some of the things you mention.
Quote from: TheBadger on May 21, 2013, 10:56:30 AM
Ulco,
Yes. But I for one would prefer that T2 came with some ready made nodes for things like this. Building absolutely everything from scratch, or searching for clips, is really getting tiring!
For the life of me, I really don't understand why planetside does not include Some basics; A few Optimized clouds (w/animation), some optimized waters (with animation), and for the love of 3D, some optimized rock shaders. With respect to rock shaders I mean rock types, ie; granet, lime, sand stone, conglomerate. Some basic Igneous Rocks, Sedimentary Rocks, Metamorphic Rocks, with some notes about how to make changes to them. all in a single (editable) node for each.
It just seams so basic. And would save so much time. Not to mention it is a very easy way for them to add value to their product.
While were at it, a few basic terrains too would be nice; Some continents, a optimized alps or two, maybe some generic plains lands, so on. All editable too.
I would love this soft a lot more if they did! I think they would retain more new users also.
This is a still open standing offer (if it's up to me anyway) from a group of advanced users, dating from quite a while back ago..
Somehow it hasn't been lived up to. In the meantime I guess Frank, Franck and I are the only ones left from that particular group.
I like to share some stuff, but if you read on below, I see some hurdles which could explain partially why it hasn't been lived up to.
Quote
Sorry planetside, no bitching meant! I really love the soft, and wish you guys prosperity and personal happiness.
I just think it would help so much, if you did it. And truthfully, it would take you what, a month, to do?
Create the generic stuff, optimize it, and find a place in the software to put it?
You should all take a week off from programing code and testing, and just add some nice bits... I always worry about my legal rights when I use user provided clips, but I would have no such worry if they came with the soft because then it would be expected by everyone (including clients) that I use them.
There's plenty of quality stuff out here which would be justified to include as basic preset/example.
I think it's just a matter of priorities and where you're a bit wrong here (but you probably couldn't know as a relatively "new" user) is that TG is anything but being coded on a daily basis. I think the roadmap and everything happening around this software is proof of that by itself without having to know much about its background.
The company is so small in size and resources that so far none of its employees are full-time dedicated to (developing) it.
Matt uses it for feature film and other stuff and during those jobs TG can undergo some modifications, but basically only in between those extremely busy times he can allocate some dedicated time for coding.
So I think your rant basically is good in the sense that this old discussion is being revived.
I wouldn't mind donating some tech and examples, but these need proper documentation and that's...well...you know...
I can imagine these examples come in clips and then beginners bump into the same issues of what the heck they need to do with this bunch of nodes. They don't have the faintest idea. Of course!
I think before adding in those examples etc. first a solid documented foundation needs to be layed out first.
My website will one day contain these kind of things, for the people interested.
However, if it seems to be so critical for the software's success then I'm not the one (who feels) who's supposed to do it :)
Quote
...
But software shouldn't make users feel dumb, it should make them better, even better people (as grandiose as that sounds)
Anyway, every so often a complaint party sarts up, I think thats normal for software groups. Planetside was due for one ;)
And just for some context.. I started using maya less than a year ago, and T2 a few years ago. But I am much stronger maya user than T2, despite Maya being much more complex soft (I would say). That has to tell us something?
Exactly. I have pointed out a couple of times before software are tools and like a hammer is a tool to hit a nail TG is somehow not such a tool who does any work FOR you. You're still hitting nails with your bare finger and after a short while it gets soar and you're fed up trying.
YOU work for TG ;)
Despite being very experienced, if I may call myself that, I still experience using TG often as tedious, boring and frustrating because I have to go through the same creative issues everytime again with each new scene. Most of these are related to random seeds and lack of creative control like sculpting features like terrain clouds or more precise control over population instances and how to setup multiple of them.
QuoteThis is a still open standing offer (if it's up to me anyway) from a group of advanced users, dating from quite a while back ago..
Somehow it hasn't been lived up to. In the meantime I guess Frank, Franck and I are the only ones left from that particular group.
I think that I remember some discussion about this.
PS could just give you guys free upgrade promise and letters of recommendations for your resumes. You could do everything in privet and we don't have to know any of the details. Could be a great trade, I wish I could make a trade like that!
QuoteThe company is so small in size and resources that so far none of its employees are full-time dedicated to (developing) it.
But this is the part that I DO understand.
3 people cannot do the work of 300, like autodesk has. I understand that. And I like that plaetside is a small privet company, not everything needs to be a giant corp. But why not take advantage of your offer, and the offers others have made? If a fair trade is made in a privet agreement, so that PS is comfortable, and the contributor is comfortable, it will only help the rest of us.
IF Matt works on big movies, a letter of recommendation from him would be worth a lot! I just say this because I am guessing that he does not like the idea of using free labor, otherwise why no interns from the local tech school? If I was a coder I would jump at the chance to work with a pro in a small setting! IF I could intern as a printmaker with some of my favorite artists I would go RIGHT NOW!
QuoteI can imagine these examples come in clips and then beginners bump into the same issues of what the heck they need to do with this bunch of nodes. They don't have the faintest idea. Of course!
Lets exclude beginners and very advanced users, the needs of both are too specific. But there is this MASSIVE middle ground where most people fall, and would benefit from some extra attention.
QuoteMy website will one day contain these kind of things, for the people interested.
Yes, I think you will be a great bridge for a lot of people and a lot of matters. But no one can be all things to all people. That goes for PS too (obviously). So I say MORE! More you, more PS, more everyone and everything. It helps!
Normally I hate the idea of a little here and a little there, but in this case it does add up.
Quote...I still experience using TG often as tedious, boring and frustrating because I have to go through the same creative issues everytime again with each new scene
Thank you for that. Because it goes to the over arching point I was feeling out. That is, I feel like things are at a place just beyond where they could get really good. What I mean is I feel like everything I need is here in the soft in basic terms. I just need a little added stuff to make it sing for me. I can be more patient for the big improvements, but I really need those little additions sooner rather than later.
Hmmmm... well this whole forum full of users are basicly interns... ::)
Perhaps something simple as a solution,
like a contest to come up with presets for terragen.
(types of clouds, types of rocks, types of soil, ect...) ;D
Then, after terragen decides on the winners they would
be incorperated into the next version of TG2. 8)
(Maybe a pull down menu of presets for each type)
No, this forum is loaded with hobbyists if you'd ask me.
I think it's at least 90% hobbyist, 1% professional (probably even less but I've rounded it to 1) and the rest anything else like interns or students
The list of license-owners may look a bit different, but I don't think it's that much different.
Given the volume of users here I think that on a statistical basis you can expect that it probably represents the license-owners well too.
But in all honesty I have no idea. It's not my business, literally.
If I may speak for myself I don't need any kind of reward for supplying example material.
As an alpha tester I have the privilege to have fun with the latest toys.
Anything else I'd say would probably be in conflict with my NDA :)
Point is, no reward needed as PS is rewarding me enough anyway by having me being part of this.
Of course I'm speaking for myself here.
It's pretty difficult to reward anyone with free updates, because did we ever had to pay for one??? No, nobody! :)
Whether they're always happy with me remains to be seen as I know I can be quite sharp and pointy too, but (of course!) I think it's good to have people like you around Michael who from time to time are upfront and say how crap they feel about the situation. Franck is like that and I'm like that too.
What we're talking about here in the end is again the documentation <-> getting started <-> getting advanced interplay and how to improve this path and iron out the biggest bumps.
Let's see what PS has to say about built-in examples/presets and if it's the way to "break the barrier" to get started more quickly with TG.
Hi Martin,
Quote
I think it's just a matter of priorities and where you're a bit wrong here (but you probably couldn't know as a relatively "new" user) is that TG is anything but being coded on a daily basis. I think the roadmap and everything happening around this software is proof of that by itself without having to know much about its background.
The company is so small in size and resources that so far none of its employees are full-time dedicated to (developing) it.
Martin, you are wrong. I'm also trying not to be offended ;-).
Regards,
Jo
Hi,
For the next major release we do plan to have presets available for various things and we do think it's a great way to get started. It's been something we've wanted to do for a long time.
Regards,
Jo
Awesome. 8)
Quotepeople like you around Michael who from time to time are upfront and say how crap they feel about the situation. Franck is like that and I'm like that too.
We are characters in a very funny book! ;D ;) But its a good book. And as long as no one kills them selves because of something we say, I think its ok to be sharp sometimes. Well, maybe we could be a little less sharp anyway ;) Probably not though. ;D
QuoteHmmmm... well this whole forum full of users are basicly interns...
lol! Its funny. But interning is a good and smart thing to do. Anyway, I meant to say apprentice, but couldn't think of the word at the time. Apprenticing is much better than interning ;)
But I have interned(payed my dues) I would not do it again. I would still apprentice though!
QuoteHi,
For the next major release we do plan to have presets available for various things and we do think it's a great way to get started. It's been something we've wanted to do for a long time.
Regards,
Jo
Hurrah! Hurrah!
... ??? Um, but when will that be? ;)
Quote from: jo on May 21, 2013, 07:01:05 PM
Hi Martin,
Quote
I think it's just a matter of priorities and where you're a bit wrong here (but you probably couldn't know as a relatively "new" user) is that TG is anything but being coded on a daily basis. I think the roadmap and everything happening around this software is proof of that by itself without having to know much about its background.
The company is so small in size and resources that so far none of its employees are full-time dedicated to (developing) it.
Martin, you are wrong. I'm also trying not to be offended ;-).
Regards,
Jo
Oops ::)
Of course it was meant to be offensive, rather defensive towards you guys :)
Sorry, I really wasn't aware of that!
Cheers,
Martin
As Jo mentioned, these are things we have been thinking about, and wanting to do, for a long time. Martin is right about limited resources, though not correct about everyone being part-time. Jo works full-time while Matt does some film industry work with TG (as mentioned) but that work also very directly contributes to TG's development; quite a few great features have been developed directly as a result of that work and we're proud of our close working relationship with a number of prominent effects studios.
That being said, yes resources and time remain challenges and we're continually looking at the feasibility of various solutions to address that. Taking on interns as just one example is interesting (and something we have of course considered), but that requires resources to manage too, and paradoxically it can be almost as time-consuming to oversee someone else doing that work as to do it oneself.
In any case I don't mean to just make a bunch of excuses. Ultimately I just want you to know that we of course continually consider a wide range of possible solutions, and while there may seem to be obvious ways to fix some particular lack, there are reasons why things like this aren't done. They're not always the most satisfying reasons (i.e. lack of resources), but they are the reality we have to deal with. You can trust that there is no one who wants to solve these issues more than us, our livelihood depends on it. ;)
On the bright side, we're actively working on these things and I think you'll see some things you'll like in the relatively near future.
- Oshyan
Quote from: Dune on May 12, 2013, 12:50:33 PMYou can animate it yourself with a transform shader, moving X Y or Z, depending on what you need. If you move the Y for instance, you change the fractal and it looks like it's 'static wave movement'. Move the X or Z as well and you have a river movement. Move 2 or 3 opposite or crossed, and you might make an ocean movement. Lots to explore there.
I have placed a Transform Input Shader between the Water Shader and Lake. A Y velocity of 5mps (along with 2.5mps X) seems to create a believable amount of agitation. Now my problem is that I need to damp wave height in shallow water. I have clamped the difference between the terrain Y and lake level and input that to the Transform Input Shader's density function and that doesn't solve the problem. What I need is an input into the Lake Water Shader that scales the overall wave height and the necessary input doesn't seem to be there. The water at the edge of the lake acts just like it does in the middle of the lake and that shouldn't be so:
http://youtu.be/96tMzGnMuCQ
Interesting problem... let me think... I'm going theoretical now; if you use the water shader for waves only (no transp and no refl.) you could have it as an input to a surface shader. Mask the surface shader by a height restriction (to have only shallow water influenced), then tick the smoothing and set a valuw of maybe 0.5. That would reduce the wavelets in your water shader (input) by half in shallow water. Now feed this through another water shader, without waves and you're done. Theory!