Planetside Software Forums

General => Image Sharing => Topic started by: BroBpony on May 06, 2022, 01:05:51 PM

Title: Forest Valley Render
Post by: BroBpony on May 06, 2022, 01:05:51 PM
(https://cdna.artstation.com/p/assets/images/images/049/172/676/large/vincent-arrouays-forest-valley.jpg?1651847857)

I've been using Terragen for a while but only for HDRIs so I went out yesterday and created this terrain in Gaea and populated and rendered it in Terragen.

Title: Re: Forest Valley Render
Post by: WAS on May 07, 2022, 01:46:06 AM
I like that cone peak a lot, like a old small dormant volcano. For not doing terrains much in TG this is a great start. ;)
Title: Re: Forest Valley Render
Post by: Dune on May 07, 2022, 03:04:43 AM
Very nice render. And welcome to the forum!
Title: Re: Forest Valley Render
Post by: mhaze on May 07, 2022, 07:02:43 AM
Great start!
Title: Re: Forest Valley Render
Post by: zaxxon on May 07, 2022, 07:04:03 PM
Nice. I saw this earlier on the Gaea Discord channel.  I'm happy to see your work on the TG Forum, there are some other folks who use World Creator and Gaea here as well and if you ever have any questions ask away, there's lots of very knowledgeable and helpful TG veterans here!
Title: Re: Forest Valley Render
Post by: BroBpony on May 08, 2022, 11:35:09 PM
Quote from: zaxxon on May 07, 2022, 07:04:03 PMNice. I saw this earlier on the Gaea Discord channel.  I'm happy to see your work on the TG Forum, there are some other folks who use World Creator and Gaea here as well and if you ever have any questions ask away, there's lots of very knowledgeable and helpful TG veterans here!
Yeah, World Creator and Gaea are both great software that I can't wait to use more with Terragen. I def have questions, like: does anyone have a tut for importing a tree mesh and assigning a tint shader to the population because I could not get that to work in the scene.
Title: Re: Forest Valley Render
Post by: Hannes on May 09, 2022, 12:46:17 AM
Just doubleclick on your population in your objects group to open it. Under the Colour tab check "Tint diffuse colour". Assign whatever shader you like to this. If you're using a power fractal with black as low colour, I'd recommend to increase the Diffuse colour multiplier (again under the population's colour tab) to let's say 1.5. Otherwise the population might appear too dark.
Title: Re: Forest Valley Render
Post by: Dune on May 09, 2022, 01:04:54 AM
Does that actually work? I just checked, and can't see it. I always add a power fractal (or something else if needed, like a distribution shader) and transform shader (set to world position) inside the object as color variation. Even save all my tgo's with those additions.
Title: Re: Forest Valley Render
Post by: WAS on May 09, 2022, 01:52:40 AM
I don't think tint in pop works if you have custom shaders. I think it basically applies to colour input of default shader (in code I assume). But if it's used, I don't think it would override it 
Title: Re: Forest Valley Render
Post by: Hannes on May 09, 2022, 01:59:12 AM
Works for me. But for some reason it's not displayed in the viewports...
Title: Re: Forest Valley Render
Post by: Hannes on May 09, 2022, 02:13:17 AM
Works with image map shaders as well.
Title: Re: Forest Valley Render
Post by: Dune on May 09, 2022, 04:34:55 AM
Okay, thanks for checking it out. Interesting to know it doesn't show in RTP.
Title: Re: Forest Valley Render
Post by: Hannes on May 09, 2022, 05:19:24 AM
OK ProBpony, I hope you don't mind, sort of hijacking your image thread, but actually it's the answer to your question.

As Ulco mentioned, there is the possibility to assign a shader directly in your object's shader network. If you run it through a Transform Input shader with "World Space" checked, you'll get an exact "projection" of your shader on your population. The advantage of this method is, you can do this for each part shader separately. the downside is, that it might look a bit too sharp, if you're using an image map shader for example (see image right). But depending on which objects you're populating, it might be the desired effect.
This method doesn't work without the Transform Input shader: each instance will have the identical shading.

If you're using the "Tint diffuse Colour" method under the colour tab of the population, each single instance will have more or less an idividual colour tinting depending on the shader you use.Looking like sort of a mosaic so to speak (image left).
For a sharp projection you could here as well put a Transform Input shader with World Space selected in between. This method affects the whole instance.

So, it's up to you to try, which method works best for you.
Title: Re: Forest Valley Render
Post by: BroBpony on May 09, 2022, 11:21:36 AM
Yeah, no problem on the hijacking. I appreciate the help.
I might have to use the customer shader version as even with super unnatural and contrasting colors my tint is just not showing up, both in the rtp viewport (which seems normal looking at other replies) and in the render. I am using the obj reader and I don't know if that could also be a reason? I have my shader setup attached, it's a parts shader with a default shader as my tree has a basic colormap and a translucency map. I tried with a default shader that's not in the parts shader but it didn't work.
Title: Re: Forest Valley Render
Post by: Kevin Kipper on May 09, 2022, 02:16:57 PM
Hi BroBPony,

There's a tutorial on the Planetside Software wiki all about tinting populations:
https://planetside.co.uk/wiki/index.php?title=Population_Colour_Tinting_Techniques

Title: Re: Forest Valley Render
Post by: WAS on May 09, 2022, 02:54:41 PM
I can see the colour variations, it looks like your scales are just small.
Title: Re: Forest Valley Render
Post by: Hannes on May 10, 2022, 03:09:01 AM
I think even with a very small power fractal everything would be quite pinkish. There's something wrong. The screenshot looks correct, but it's gotta be something else.
If we could take a look at the file, it would be much easier.
Title: Re: Forest Valley Render
Post by: BroBpony on May 10, 2022, 11:50:15 AM
Yeah I looked at this one and the one on the Planetside YT in the Terragen for VFX series, and still couldn't get it to work, tried it again yesterday with a new object just to make sure. Probably something I'm not getting but I found the terratuts vid on using a powerfractal/image inside the shader and that looked much more flexible to work with. Have to find the time for it now tho xd.