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General => Terragen Discussion => Topic started by: bla bla 2 on May 26, 2013, 06:31:36 AM

Title: Guardrail ?
Post by: bla bla 2 on May 26, 2013, 06:31:36 AM
..
Title: Guardrail ?
Post by: bla bla 2 on May 28, 2013, 01:25:46 PM
Pourquoi, j'ai ce problème ?

Why, I'm this problem ?  >:(
Title: Re: Guardrail ?
Post by: Oshyan on May 28, 2013, 02:14:15 PM
Increase Displacement Tolerance in your Planet object. Try 2 or 3. Don't set it much higher than that, it will greatly increase render time.

- Oshyan
Title: Re: Guardrail ?
Post by: dandelO on May 28, 2013, 02:25:01 PM
Long, thin displacements, Bastien. Try to increase 'displacement tolerance' in the planet node, although, this doesn't always fix the problem entirely.
What WILL fix it completely is to use only one render thread and set the bucket controls to the same size as your image, uncheck 'allow auto-reduction'. That isn't a very good solution if you use a multicore machine, I know. Instead, you might try to use all your render threads and set the bucket sizes so that they don't cross the tall displacements. That's not very handy for animation, though...
Title: Re: Guardrail ?
Post by: bobbystahr on May 28, 2013, 05:16:32 PM
curious how you're going to do the horizontal bar...wouldn't importing a model be easier?
Title: Re: Guardrail ?
Post by: Dune on May 29, 2013, 03:31:12 AM
Why don't you experiment with the grass pop. I just did after reading your query, and (until TG crashed) got some nice results. Use a single large blade as object, set spacing variation to zero, and use a distribution shader to cut of if needed (opacity function). Turn blade upside down, restrict rotation to zero, angle it 45 degrees, give it a nice color and reflection, etc.
Only problem if you warp a line of blades their orientation will not follow the warped line.
Title: Re: Guardrail ?
Post by: bla bla 2 on June 02, 2013, 10:37:27 AM
I can do better ?
Title: Re: Guardrail ?
Post by: bla bla 2 on June 04, 2013, 12:39:44 PM
I can't do it.   :(
Title: Re: Guardrail ?
Post by: fleetwood on June 09, 2013, 11:23:52 AM
Quote from: dandelO on May 28, 2013, 02:25:01 PM

What WILL fix it completely is to use only one render thread and set the bucket controls to the same size as your image, uncheck 'allow auto-reduction'. That isn't a very good solution if you use a multicore machine, I know. Instead, you might try to use all your render threads and set the bucket sizes so that they don't cross the tall displacements. That's not very handy for animation, though...

When I try the one large bucket method the displacements in the render look just fine but in the final second when the render wraps up processing the entire render view will often get reset to all black.

That sort of thing can be annoying  :(, plus the blackout problem appears to have a random aspect.
Occasionally the very same render will complete normally.
Any suggestions on overcoming that final blackout ?

Title: Re: Guardrail ?
Post by: dandelO on June 09, 2013, 01:19:23 PM
Sorry, Fleetwood, I didn't ever experience that problem with a blacked-out render. Actually, thinking about it, this method I posted as working was fine in an older build, maybe around 3-5 years ago when I was having problems with fake grass being chopped at some render buckets, there's probably been some significant changes to the program that bring about this black screen problem since then, I haven't tried it recently. :/
I think, if the tolerance setting in the surface doesn't fix the cut-off issue, you'd maybe be better just using a different default AA level that doesn't cross the displacements, or editing the bucket sizes(probably better) to the same effect. Sorry.
Title: Re: Guardrail ?
Post by: fleetwood on June 09, 2013, 02:20:34 PM
Thanks, DandelO
I may test it some more.
Title: Re: Guardrail ?
Post by: bla bla 2 on June 09, 2013, 02:33:00 PM
J'ai trouver, il faut utiliser le water shader " pour rendre le mur invisible sous le grillage " ensuite ajoutés deux surface layer, un autre de water shader comme pour le premier water shader, ensuite le defaut shader et importé la texture dedans laisser tout par défault et ajouter la caméra. ca fait ce rendu.

Après, je pense qu'il faut ajouté plusieurs default shader et de caméra tout autour du circuit ou à l'intérieur.  8)

*I translate tomorrow, I do not have time.  ;) Iam sorry.
Title: Re: Guardrail ?
Post by: bobbystahr on June 09, 2013, 11:20:43 PM
translation

I find it necessary to use the water shader "to make the invisible wall on the fence" then added two layer surface water shader another as the first water shader, then the default shader and texture imported inside leave all by default and add the camera. it makes this rendering.

After that, I think we added several default shader and camera around the circuit or inside
Title: Re: Guardrail ?
Post by: Dune on June 10, 2013, 01:56:01 AM
Probably takes long time to render  :(
Title: Re: Guardrail ?
Post by: bla bla 2 on June 10, 2013, 11:58:35 AM
Yes, Dune.  ;)

Thank you, bobbystahr.  ;)
Title: Re: Guardrail ?
Post by: bobbystahr on June 10, 2013, 01:29:38 PM
Quote from: bla bla 2 on June 10, 2013, 11:58:35 AM
Yes, Dune.  ;)

Thank you, bobbystahr.  ;)

My Pleasure
Title: Re: Guardrail ?
Post by: bla bla 2 on July 06, 2013, 07:38:19 AM
En faites, il faut ajouter qu'un default shader + une caméra. On est pas obliger de mettre plusieurs.

Actually, you just need to add only one default shader and a camera. You don't have to put many ones.