Hello guys !!! The problem is - i used populator and it works, BUT when i used mask it's ignore it.. I tried extra compute terrain and other things, but it's doesn't work at all :( Maybe someone know how to fix this ? I would really appreciate, thanks to you ;)))
You should make a separate, loose distribution shader (just anywhere in the node display) with minimum height (+ fuzzy zone) and slope restraints, and feed that into the mask of the population.
Dune, omg I love you so much merry me please we will have beautiful terragen's childs ;))) Thank you sooooo muchhhhhh you're a man with big letter MMMM :)))
::)
Dune hello one more time ;))) Do you know, is there a way to scale paint shader.. transform input shader doesn't work for me ;(( Thanks!
You should change the position coordinates from 'final' to 'in terrain...' in the painted shader, then it works.
Quote from: Dune on July 25, 2016, 09:28:43 AM
You should change the position coordinates from 'final' to 'in terrain...' in the painted shader, then it works.
D'oh...thanks for that...been driving me crazy why it sometime works and sometimes doesn't
Or used paint coordinate 3D.
Oh my :o ::) Dune you have a level of god or what ??? Bla bla 2 thanks to you too :o ;D ;D ;D Thankssss so mucccch... And the last question, - I imported the object and use mesh displacer for details but for some reasons in some parts it correct displaces, along normals, in some not :((( my displacement node in mode - along normals, normals of object are fine , uv no need i use procedural textures.. :(( so many underwater stones on my path :((( but my light is Dune ::) ;) ;D
Those are a lot of ??? ::) :)
It probably depends on the polygons of the object. If they are uneven, it may give unwanted effects. You could use Poseray to double the polycount (subdivide), or make a procedural arch. This shape can be done in TG as well. There's a shape like that in the assets of TG; stretched cube, bent by redirect or vector displacement on the Y, with a soft simple shape as mask, then other displacements assigned to it. Might give nicer results too.
Big thanks Dune one more time for your wise advices ;D ;) ;) :P ::) I'll find out something for me ;)
Quote from: bobbystahr on July 25, 2016, 11:16:35 AM
D'oh...thanks for that...been driving me crazy why it sometime works and sometimes doesn't
I swear if there ever does appear a full-on TG instruction manual, it should be bound in leather of questionable origin and hidden from the profane, because it will be filled with strange conjurings, tables with special hours of the day to perform certain operations, and cryptic figures and settings... :P
Hello! I need help, i use population, but they all floating a bit in the air, why?? i tried everything, but nothing work.. I created a simple project without any displacement, just terrain and compute normals and even there they are floating, no other shaders, no displacement or offsets, just standart nodes, compute terrain the last node and it's in terrain output sit on terrain tab :(((
Strange. What if you reduce the patch size of the compute terrain to 1m? If that doesn't help, can you post the tgd? And possibly the branch as well?
I tried this things too, i even reduced to 0.001 and it didn't help at all :((((
The reason for this is that your twig object's pivot point is located at 0/0/0
while the object itself is located some meters to the right of that.
The cure for that would be to take your model into your modeling app and correct
it's position. That is move the object to the 0/0/0 point and save it out again.
Should work as expected then.
j meyer !!! Hmmm... i tried to move pivot point to minimum, center and maximum and i didn't see success, i'll try it one more time, maybe i lost something, thanks a lot ;))
j meyer, omg thannkkss a lot, i didn't think, that terragen works with objects like speedtree, now i'll know it.. you saved my life man, thanks a lot ;D ;) ;) ;)
You found it already, good.
Ah the old object vs world coords issue.
I suspect that if that leather-bound instruction manual was ever made it would have to be held down with chains in a dungeon.