Planetside Software Forums

General => Terragen Discussion => Topic started by: TheBadger on June 17, 2011, 01:18:04 AM

Title: wacoplants and terragen2
Post by: TheBadger on June 17, 2011, 01:18:04 AM
Hi
just wondering if anyone has used a terragen file with 3d max and wacoplants? Found there product while searching for info on terragen and thought it it looked impressive. Terragen2 is my first attempt at learning 3d so I don't know what to think when I see this stuff. They also offer render farm services. Anyone know what  the price range of going to a 3rd party for rendering is like, anyone have some experience with this?

http://mdo.emecstudios.com/index.php/products/plants/wacoplants.html
Title: Re: wacoplants and terragen2
Post by: N810 on June 17, 2011, 01:11:05 PM
Looks like all you have to do is convert .3DS to .OBJ this is usualy prety easy since they are both used by Autodesk.
and then just import into Terragen as an object or a population of objects.
Animating them might be a little tricker.
Title: Re: wacoplants and terragen2
Post by: bobbystahr on June 20, 2011, 09:56:22 AM
Seems like you need 3DMax to work with these models. The animation features are unlikely to work at all in Terragen as they seem to be max scripts or something like that. Went to the site and found nada but a demo movie for download[which was very impressive]but no samples of actual models so it's hard to say if they will even be convertible to .3ds or .obj. Bookmarked the page for future reference though...one never knows.. ...
Title: Re: wacoplants and terragen2
Post by: TheBadger on June 21, 2011, 03:55:35 PM
Thanks guys. I likely shouldn't spend money on that kind of thing right now anyway, but it does look like something to keep my eye on.
Title: Re: wacoplants and terragen2
Post by: jo on June 22, 2011, 01:55:34 AM
Hi,

TG2 can load object sequences now, so if you can animate a plant in another app and export an object for each frame then you can at least render them in TG2 even if it isn't super efficient. Not sure right now if this works with populations or if you can loop object sequences, I'll have to check.

Regards,

Jo
Title: Re: wacoplants and terragen2
Post by: bobbystahr on June 22, 2011, 09:20:24 AM
Quote from: jo on June 22, 2011, 01:55:34 AM
Hi,

TG2 can load object sequences now, so if you can animate a plant in another app and export an object for each frame then you can at least render them in TG2 even if it isn't super efficient. Not sure right now if this works with populations or if you can loop object sequences, I'll have to check.

Regards,

Jo

good to know, and I sit corrected jo.. ...
Title: Re: wacoplants and terragen2
Post by: bobbystahr on June 22, 2011, 09:25:18 AM
Quote from: jo on June 22, 2011, 01:55:34 AM
Hi,
. Not sure right now if this works with populations or if you can loop object sequences, I'll have to check.

Regards,

Jo

Now that wold be very sweet...swaying grass, trees, veg in general
Title: Re: wacoplants and terragen2
Post by: TheBadger on June 23, 2011, 09:06:48 PM
Hey staff,

I just saw the update on martins work to animate plants in terragen- http://forums.planetside.co.uk/index.php?topic=12191.0

Now I wonder if the kind of thing waco is doing will be native to terragen in the future. How about an eta on final release?
Just curious no rush.
Title: Re: wacoplants and terragen2
Post by: Oshyan on June 24, 2011, 12:37:54 PM
Final release of what? We don't have any plans for native "wind" animation functions at this point. The animation controls will be more generalized.

- Oshyan