Is there a way to import vector images into Terragen? I want to make landmasses in Terragen using custom vector shapes for continents on a planet I'm trying to make, I'd prefer this over raster images since vector works better at all scales.
Quote from: Valri on April 19, 2022, 05:26:17 PMIs there a way to import vector images into Terragen? I want to make landmasses in Terragen using custom vector shapes for continents on a planet I'm trying to make, I'd prefer this over raster images since vector works better at all scales.
You could probably just port the vector info the blue nodes and do it procedurally, since that's what the data is for. As for a SVG reader, no not yet. Though that would be nice.
Quote from: WAS on April 19, 2022, 05:51:04 PMQuote from: Valri on April 19, 2022, 05:26:17 PMIs there a way to import vector images into Terragen? I want to make landmasses in Terragen using custom vector shapes for continents on a planet I'm trying to make, I'd prefer this over raster images since vector works better at all scales.
You could probably just port the vector info the blue nodes and do it procedurally, since that's what the data is for. As for a SVG reader, no not yet. Though that would be nice.
Can you show me how to port the vector into the blue nodes? I'm working on a commission and i'd really need to get the job done right as possible, is there a tutorial out there that could help me with this?
I am absolutely terrible with math but maybe I could do it for a simple shape. The issue is blue nodes don't really have options for just drawing shapes on X, and Y, let alone transferring that to other coordinates like a spherical planet. That would all have to be set up manually from scratch with math and stuff.
Hi Valri,
This tutorial covers creating, exporting and importing vector images into Terragen.
https://planetside.co.uk/wiki/index.php?title=Vector_Displacement_-_Terragen_to_Zbrush_and_back_again
Just my two cents, coming from a 2D graphic design background . . . I think Valri is referring to (and please correct me if I'm wrong) 2D vector shapes (Bezier paths) created in a design app like Illustrator that can be exported out as SVGs (as WAS mentioned).
There have been requests here on the forum (including from me) to give the simple shape shader the ability to read SVGs. But right now there's no way to do that.
Ultimately all elements in a TG scene are rendered out as raster images. So my advice would be to start with the final resolution of your image and work backwards to calculate the smallest acceptable resolution of any continental masks you need to make. Then export the vector shapes out of Illustrator (or whatever) as raster images at that resolution. The scalability of your vector shapes is just pushed a little further back up the pipeline. You can always re-export at a higher res if the final image warrants it.
Quote from: sboerner on April 19, 2022, 09:13:40 PMJust my two cents, coming from a 2D graphic design background . . . I think Valri is referring to (and please correct me if I'm wrong) 2D vector shapes (Bezier paths) created in a design app like Illustrator that can be exported out as SVGs (as WAS mentioned).
There have been requests here on the forum (including from me) to give the simple shape shader the ability to read SVGs. But right now there's no way to do that.
Ultimately all elements in a TG scene are rendered out as raster images. So my advice would be to start with the final resolution of your image and work backwards to calculate the smallest acceptable resolution of any continental masks you need to make. Then export the vector shapes out of Illustrator (or whatever) as raster images at that resolution. The scalability of your vector shapes is just pushed a little further back up the pipeline. You can always re-export at a higher res if the final image warrants it.
Yes you understand what I mean, I was talking about 2D vector shapes, not vector displacement, anyhow I'll give your method a try. I suppose I can save out a rediculous large equirectangular projection of what I'm trying to create and then rasterize it and import into Terragen, since the final render will be from high orbit I don't think the pixels will be seen
Quote from: Valri on April 20, 2022, 12:57:01 AMQuote from: sboerner on April 19, 2022, 09:13:40 PMJust my two cents, coming from a 2D graphic design background . . . I think Valri is referring to (and please correct me if I'm wrong) 2D vector shapes (Bezier paths) created in a design app like Illustrator that can be exported out as SVGs (as WAS mentioned).
There have been requests here on the forum (including from me) to give the simple shape shader the ability to read SVGs. But right now there's no way to do that.
Ultimately all elements in a TG scene are rendered out as raster images. So my advice would be to start with the final resolution of your image and work backwards to calculate the smallest acceptable resolution of any continental masks you need to make. Then export the vector shapes out of Illustrator (or whatever) as raster images at that resolution. The scalability of your vector shapes is just pushed a little further back up the pipeline. You can always re-export at a higher res if the final image warrants it.
Yes you understand what I mean, I was talking about 2D vector shapes, not vector displacement, anyhow I'll give your method a try. I suppose I can save out a rediculous large equirectangular projection of what I'm trying to create and then rasterize it and import into Terragen, since the final render will be from high orbit I don't think the pixels will be seen
I'd break that up a bit. Even my 4gb+ mars equirectangular map are noticeably lower res.
So it will have to be massive. Lol
The map I want to load, I can't, unfortunately. It would offer the best resolution, but is 21gb. I only have 30gb of RAM. Lol
PS a SVG reader would be amazing for the Simple Shape shader. Great idea. I think I saw you mention it before.
Quote from: WAS on April 20, 2022, 01:47:12 AMQuote from: Valri on April 20, 2022, 12:57:01 AMQuote from: sboerner on April 19, 2022, 09:13:40 PMJust my two cents, coming from a 2D graphic design background . . . I think Valri is referring to (and please correct me if I'm wrong) 2D vector shapes (Bezier paths) created in a design app like Illustrator that can be exported out as SVGs (as WAS mentioned).
There have been requests here on the forum (including from me) to give the simple shape shader the ability to read SVGs. But right now there's no way to do that.
Ultimately all elements in a TG scene are rendered out as raster images. So my advice would be to start with the final resolution of your image and work backwards to calculate the smallest acceptable resolution of any continental masks you need to make. Then export the vector shapes out of Illustrator (or whatever) as raster images at that resolution. The scalability of your vector shapes is just pushed a little further back up the pipeline. You can always re-export at a higher res if the final image warrants it.
Yes you understand what I mean, I was talking about 2D vector shapes, not vector displacement, anyhow I'll give your method a try. I suppose I can save out a rediculous large equirectangular projection of what I'm trying to create and then rasterize it and import into Terragen, since the final render will be from high orbit I don't think the pixels will be seen
I'd break that up a bit. Even my 4gb+ mars equirectangular map are noticeably lower res.
So it will have to be massive. Lol
The map I want to load, I can't, unfortunately. It would offer the best resolution, but is 21gb. I only have 30gb of RAM. Lol
PS a SVG reader would be amazing for the Simple Shape shader. Great idea. I think I saw you mention it before.
Not quite sure how to load a honking mega huge map in segments, how do I go about this?
Some ideas in this thread: https://planetside.co.uk/forums/index.php/topic,29701.msg290971.html#msg290971 (https://planetside.co.uk/forums/index.php/topic,29701.msg290971.html#msg290971).
How large a map do you need to use?
Quote from: sboerner on April 21, 2022, 12:37:49 AMSome ideas in this thread: https://planetside.co.uk/forums/index.php/topic,29701.msg290971.html#msg290971 (https://planetside.co.uk/forums/index.php/topic,29701.msg290971.html#msg290971).
How large a map do you need to use?
i'm aiming for a 50,000 by 25,000 equirectangular map
OK, that's pretty big. About 2 pixels/mile at the equator. (For an earth-size planet.) Are you sure you need that much resolution?
If you are rasterizing a vector shape, it will be black and white, right? And you'll use it as a mask to create the continent shapes?
Just as a quick test I took an old water mask that I had and enlarged it to 50000 x 25000. This began its life as a high-resolution raster so there is lots of detail. The resulting maximum-quality jpeg is 106 MB.
(Maybe I'm not understanding what you are trying to do.)
That definitely looks pretty smooth and without anomaly.
Quote from: sboerner on April 21, 2022, 11:33:34 AMOK, that's pretty big. About 2 pixels/mile at the equator. (For an earth-size planet.) Are you sure you need that much resolution?
If you are rasterizing a vector shape, it will be black and white, right? And you'll use it as a mask to create the continent shapes?
Just as a quick test I took an old water mask that I had and enlarged it to 50000 x 25000. This began its life as a high-resolution raster so there is lots of detail. The resulting maximum-quality jpeg is 106 MB.
(Maybe I'm not understanding what you are trying to do.)
i'm going to use the black and white image to make landmasses, I'll post a pic of it once it's done, I think I got this, it will just take quite some time to make the map lol
Hope it goes well. Looking forward to seeing it.
Quote from: sboerner on April 23, 2022, 09:21:19 PMHope it goes well. Looking forward to seeing it.
(https://cdn.discordapp.com/attachments/961100890520035338/971405560945705010/fhfghhjg.png)
And here it is!
Looking good! Love the detail and texturing in the landmasses, and the shapes look completely believable. (Maybe dial back the exposure 1-2 EV? Looking a little overexposed here, and much of the cloud detail is lost.)
I guess, Steve is right. Looks a little overexposed. The land mass is fantastic!!! The clouds could maybe need some more work, although I know, planetary clouds are very difficult. Maybe a high res image map might look more natural?
If you're using v2 in space view mode, they are very solid, and over-exposed looking. Try to just not use it, and instead, up edge and density in normal mode.
Yeah I should adjust the look of the clouds, and the lighting is fine in my opinion, but maybe looking through it on my old dim monitor has it looking ok for me, the client is ok with this for now, so I'm happy
and what do you mean by V2?
V2 clouds are the only one that are global, and they have a "View from space" lighting model, which imo, is no that great.
Quote from: WAS on May 04, 2022, 03:44:45 PMV2 clouds are the only one that are global, and they have a "View from space" lighting model, which imo, is no that great.
oh right, I forgot they were the V2 clouds, I'm not using the "View from space", I just need to make some adjustments here and there to make them look at least "better" I swear the global clouds need a huge overhaul, I can never figure out how to get a whole planet's cloud system to look hyperrealistic, maybe one day a global cloud simulator will be a feature, or maybe as a plug in
Yeah, no, it's all custom done. Besides easy clouds it's all done by hand. I shared a global coverage cloud system I think a couple times. Not sure under what topics.
I was hoping to have the author of gaseous giganticus update it to allow 32bit float output so we could do white on black cloud Sims and use them as mask with good detail, but he didn't understand what I was saying, which turned to him getting frustrated, and than randomly insulting me, than disappeared for a month and claimed I got him banned for his public behavior on heavily monitored GitHub... So don't think we are on talking terms anymore. Lol
Quote from: WAS on May 04, 2022, 04:08:55 PMYeah, no, it's all custom done. Besides easy clouds it's all done by hand. I shared a global coverage cloud system I think a couple times. Not sure under what topics.
I was hoping to have the author of gaseous giganticus update it to allow 32bit float output so we could do white on black cloud Sims and use them as mask with good detail, but he didn't understand what I was saying, which turned to him getting frustrated, and than randomly insulting me, than disappeared for a month and claimed I got him banned for his public behavior on heavily monitored GitHub... So don't think we are on talking terms anymore. Lol
Oh jezz that sucks, maybe one day there will be a whole new next-gen full world/terrain creator, well... maybe UE5 will save the day somehow lol