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General => Terragen Discussion => Topic started by: wolle on September 07, 2014, 04:47:56 AM

Title: fakestones or populations ?
Post by: wolle on September 07, 2014, 04:47:56 AM
Hi
I am quite new to terragen3.1 (since march this year)
My question is this: How can I populate self edited Stones (i.e spheres,cubes etc with PF as surfaceshader)?
These can only saved as Clips. (as far as I know, or did I miss something???) But Clips can`t be loaded as a
Population. The fakestoneshader is a great tool, but I have my difficulties with that.
Terragen is a very powerful piece of Software, I like it very much !!!
A useful tip would help me quite a bit, thanks in advance

Wolle
Title: Re: fakestones or populations ?
Post by: Dune on September 07, 2014, 09:55:38 AM
Welcome to TG then, and to this forum.

If you locate the population for the rocks and stones at the area where these stones are, all you should have to do is anchor the population to the stone. But you can't populate on populations (yet), only on individual objects. So if you have 10 stones, you need ten populations and anchor each to each stone. If they are small stones, set the spacing small.

I hope this answers your question.
Title: Re: fakestones or populations ?
Post by: wolle on September 07, 2014, 06:04:57 PM
Thanks for your reply ! I tried to do, what you said, but failed...  What kind of Population should be used ? (Card, tgo/obj Reader) Inside the populator is a tab called "anchor", and an objectmaker.
How do I anchor the populator to my Stone ?It`s easy to place the area where it should be, but now ? The Goal is to multiply that single Stone via the populator. The problem is the fact, that the stone cannot be saved as tgo, only as clip. Every tgo (obj too) can be loaded as Population. If I could do just that, then this problem wouldn`t be there.
Maybe you could send a screenshot from inside the populator, and a view from the nodeview to show exactly, what you mean.

Wolle
Title: Re: fakestones or populations ?
Post by: bobbystahr on September 07, 2014, 08:35:24 PM
You can save the .obj as a .tgo by right clicking on it in the network view and select Save Object File. it will take you to a navigation window where you select where to save it, often it opens the Dir the .obj comes from so that's ideal. Make sure you have .tgo selected, hit save.
It has to be a single object, not a population by the way so load the rock and save it as a .tgo.
Title: Re: fakestones or populations ?
Post by: Dune on September 08, 2014, 03:19:20 AM
I've made you a simple sample. Check this out and try to replicate. Also look inside the objects (rightclick on node... edit internal).
Title: Re: fakestones or populations ?
Post by: wolle on September 08, 2014, 10:51:25 AM
 Hi guys, again thanks for your quick response. I`m afraid, there`s a misunderstanding. Maybe, my question wasn`t clear enough. I do not want to populate on objects.
In TG I load a displaceable object (sphere, cube etc), add object/displaceable/sphere. Now, this object is transformrd into a decent Stone (PF3, 2 colours) see attached Picture. This Stone appeares in the objectfolder of the nodeview. Rightclick on that brings up the window to remove or save this object. It can ONLY be saved as clipfile. Not as tgo/obj !!! Thats the Point, because this Clip can`t be used as a Population, only obj/tgo/lwo etc can !!! Shure, I could copy/paste a few hundered times to produce a nice field of Stones, but thats for the populator to acclomplish. It just doesn`t do this with clips. Why can`t such objects be saved as tgo`s ??? (again, did I overlook something?) I hope, my question is clear now.

Wolle
Title: Re: fakestones or populations ?
Post by: j meyer on September 08, 2014, 11:02:32 AM
As far as I remember you can't use the displaceable objects
as a population at all.
Title: Re: fakestones or populations ?
Post by: bobbystahr on September 08, 2014, 11:02:49 AM
Hmmm, didn't know that. I assumed you were trying to save your .obj as a .tgo. This is obviously something that needs fixing/changing.
Title: Re: fakestones or populations ?
Post by: bobbystahr on September 08, 2014, 11:03:52 AM
Quote from: j meyer on September 08, 2014, 11:02:32 AM
As far as I remember you can't use the displaceable objects
as a population at all.


That's why he's tryin' to save as  a .tgo which TG3 doesn't allow you to do....wonder why?
Title: Re: fakestones or populations ?
Post by: j meyer on September 08, 2014, 11:47:56 AM
Because they are procedural objects not meshes I'd say.
Title: Re: fakestones or populations ?
Post by: Dune on September 08, 2014, 12:31:19 PM
Ah, misread your question indeed. No you can't save the displacable objects as populatable objects. Perhaps if you stick with TG3 long enough, it will be included....
Title: Re: fakestones or populations ?
Post by: wolle on September 08, 2014, 02:32:39 PM
hello there! yeah, that`s it then. Procedural objects... so the next step I will make, is to build me some stonelike objects in blender and save them as wavefront-objects. These have to be optimized inside TG, then stored as obj/tgo, and after that, well,it has to work. And i`m looking forward to see, if that problem can be solved.
happy rendering    Wolle
Title: Re: fakestones or populations ?
Post by: bobbystahr on September 08, 2014, 03:22:42 PM
Quote from: wolle on September 08, 2014, 02:32:39 PM
And i`m looking forward to see, if that problem can be solved.
happy rendering    Wolle

Aren't we all....heh heh heh
Title: Re: fakestones or populations ?
Post by: PabloMack on September 13, 2014, 10:31:03 PM
What I like so much about fakestones is that they are procedural. They do not take up memory proportionate to their numbers. But they are what they are and they don't give you the control over how they look as objects do. I wish TG had Fakegrass, Fakelichens and Fakegroundlitter that didn't have to be populated. I would use those a lot. For that matter, it would be really great if the Fakestones shader had a lichen subshader. Maybe the PS staff will give those things to us for Christmas. This is inspiring me to start another thread about lichens.
Title: Re: fakestones or populations ?
Post by: bobbystahr on September 14, 2014, 07:57:35 AM
Quote from: PabloMack on September 13, 2014, 10:31:03 PM
What I like so much about fakestones is that they are procedural. They do not take up memory proportionate to their numbers. But they are what they are and they don't give you the control over how they look as objects do. I wish TG had Fakegrass, Fakelichens and Fakegroundlitter that didn't have to be populated. I would use those a lot. For that matter, it would be really great if the Fakestones shader had a lichen subshader. Maybe the PS staff will give those things to us for Christmas. This is inspiring me to start another thread about lichens.

In the Free Preset Package there is a "procedural grass" that is made from Fake Stones you should look into Pablo
Title: Re: fakestones or populations ?
Post by: PabloMack on September 15, 2014, 11:27:58 AM
Quote from: bobbystahr on September 14, 2014, 07:57:35 AMIn the Free Preset Package there is a "procedural grass" that is made from Fake Stones you should look into Pablo

I downloaded it. These will take a while to mentally process. Thanks.
Title: Re: fakestones or populations ?
Post by: bobbystahr on September 15, 2014, 11:37:53 AM
Quote
I downloaded it. These will take a while to mentally process. Thanks.

NP...most of the adjustments are most easily accessible in the File View I found. Unless you are way more comfortable in the Node View of course.
Title: Re: fakestones or populations ?
Post by: Raj on September 18, 2014, 02:38:20 PM
If I understood the problem correctly, here is the solution:

1. Generate your fake stone
2. Disable Planet/terrain etc, (and clouds/atmosphere etc. that slows the render)
3. Export the terrain using micro exporter - this generates a .obj of only your fake stone (no .mtl file is generated)
4. import your .obj fake stone as a population and add surface color

The reason the above works is because objects get included in the terrain exporter for Terragen3 and if the terrain/planet is disabled, the micro exporter only sees the object.
Title: Re: fakestones or populations ?
Post by: bobbystahr on September 18, 2014, 05:26:18 PM
Quote from: Raj on September 18, 2014, 02:38:20 PM
If I understood the problem correctly, here is the solution:

1. Generate your fake stone
2. Disable Planet/terrain etc, (and clouds/atmosphere etc. that slows the render)
3. Export the terrain using micro exporter - this generates a .obj of only your fake stone (no .mtl file is generated)
4. import your .obj fake stone as a population and add surface color

The reason the above works is because objects get included in the terrain exporter for Terragen3 and if the terrain/planet is disabled, the micro exporter only sees the object.

Uh...what planet will the fake stone then generate from Raj...he's talking fake stones not the rock object.
Title: Re: fakestones or populations ?
Post by: Raj on September 18, 2014, 06:19:54 PM
Bobby,
My understanding is that Wolle is actually trying to export a displaceable object:

Wolle: "[My question is this: How can I populate self edited Stones (i.e spheres,cubes etc with PF as surface shader)?"

You're right that this is not synonymous with a fake stone (my error in definition) but Wolle clarifies what he wishes to do again:

Wolle "In TG I load a displaceable object (sphere, cube etc), add object/displaceable/sphere. Now, this object is transformrd into a decent Stone (PF3, 2 colours) see attached Picture."

Will the method I described not achieve the above intention?  i.e. create a stone via displaceable object, export and reimport as population, stick on a surface shader and the deal is done.  I am very new to Terragen so apologies if I'm completely wrong.

Title: Re: fakestones or populations ?
Post by: bobbystahr on September 18, 2014, 08:45:47 PM
Quote from: Raj on September 18, 2014, 06:19:54 PM
Bobby,
My understanding is that Wolle is actually trying to export a displaceable object:

Wolle: "[My question is this: How can I populate self edited Stones (i.e spheres,cubes etc with PF as surface shader)?"

You're right that this is not synonymous with a fake stone (my error in definition) but Wolle clarifies what he wishes to do again:

Wolle "In TG I load a displaceable object (sphere, cube etc), add object/displaceable/sphere. Now, this object is transformrd into a decent Stone (PF3, 2 colours) see attached Picture."

Will the method I described not achieve the above intention?  i.e. create a stone via displaceable object, export and reimport as population, stick on a surface shader and the deal is done.  I am very new to Terragen so apologies if I'm completely wrong.

D'oh, my error on your error, heh heh heh....I don't think the Displaceable Objects are exportable in any fashion....gotta be a thread here where I read that.
Title: Re: fakestones or populations ?
Post by: Raj on September 18, 2014, 08:59:29 PM
Sorry to respectfully disagree Bobby but the displaceable objects are definitely exportable as I've done it through the micro exporter.  As I said above, if one disables the planet you get the object by itself, otherwise the object is exported as part of the terrain-  It's a great feature for exporting large rocks with power fractal details.  It's not discussed in the forums much but it definitely is a feature of Terragen 3.

Best

R.
Title: Re: fakestones or populations ?
Post by: bobbystahr on September 18, 2014, 09:14:03 PM
Quote from: Raj on September 18, 2014, 08:59:29 PM
Sorry to respectfully disagree Bobby but the displaceable objects are definitely exportable as I've done it through the micro exporter.  As I said above, if one disables the planet you get the object by itself, otherwise the object is exported as part of the terrain-  It's a great feature for exporting large rocks with power fractal details.  It's not discussed in the forums much but it definitely is a feature of Terragen 3.

Best

R.

Well Damn, I'd heard/read/imagined that they weren't...gonna have to give that a try. Thanks for the tip. Maybe what I heard was you couldn't populate them and transposed that into couldn't export...I have an odd 65 yr old brain....
Title: Re: fakestones or populations ?
Post by: Oshyan on September 18, 2014, 09:29:32 PM
What you're probably thinking of Bobby is that you can't just use the regular Export/Save function of an object to save a displaceable object. But you *can* use the Micro Exporter (with some limitations) since it is just exporting the geometry that the renderer creates normally.

- Oshyan
Title: Re: fakestones or populations ?
Post by: bobbystahr on September 18, 2014, 09:46:55 PM
Quote from: Oshyan on September 18, 2014, 09:29:32 PM
What you're probably thinking of Bobby is that you can't just use the regular Export/Save function of an object to save a displaceable object. But you *can* use the Micro Exporter (with some limitations) since it is just exporting the geometry that the renderer creates normally.

- Oshyan

That's the very thing Oshyan...thanks...
Title: Re: fakestones or populations ?
Post by: bobbystahr on September 19, 2014, 01:05:50 PM
I'm guessing that ( haven't checked the comparison yet)  the Free version doesn't support the Micro Exporter...guess that's why I didn't grok that. At last having finished a render tying up my TG and testing this feature out I can't locate one in the Sequence/Output tab.
Title: Re: fakestones or populations ?
Post by: Oshyan on September 21, 2014, 09:53:58 PM
Correct. There is a full feature comparison here: http://planetside.co.uk/products/tg3-product-comparison

- Oshyan
Title: Re: fakestones or populations ?
Post by: bobbystahr on September 21, 2014, 10:29:38 PM
Quote from: Oshyan on September 21, 2014, 09:53:58 PM
Correct. There is a full feature comparison here: http://planetside.co.uk/products/tg3-product-comparison

- Oshyan

Thanks Oshyan, I was just being lazy...went there and read up on it...