Recent posts

#1
Terragen Support / Re: Terragen Sky - Render clou...
Last post by Kevin Kipper - Today at 09:46:37 PM
You can save a rendered image as a multi-layered EXR file which can contain the elements selected with the Render Layers feature.  

You can render a black background by disabling the Render's Atmo/Cloud Visible checkbox, or even by unchecking the Render Atmosphere checkbox under the Planet.

I'll try and dig out more examples of this tomorrow, but in the meantime here are some links and examples that may be helpful:

Compositing Terragen Render Elements
https://planetside.co.uk/wiki/index.php?title=Compositing_Terragen_Render_Elements

Render Layers and Render Elements
https://planetside.co.uk/wiki/index.php?title=Render_Layers_and_Render_Elements

Terragen For VFX: Render Layers
https://planetside.co.uk/terragen-tutorials-for-vfx-series-5-rendering/terragen-for-vfx-part-25-render-layers/

Terragen For VFX: Foreground Cloud Cards
https://planetside.co.uk/terragen-tutorials-for-vfx-series-5-rendering/terragen-for-vfx-part-28-foreground-clouds-card/
#2
Terragen Support / Terragen Sky - Render clouds a...
Last post by log - Today at 08:35:10 PM
Hello!

I'm trying to render some clouds as a separate element so I can project them onto a dome in a Nuke set extension. 

I already have a sky I'm happy with but I need some extra BG / MG / FG clouds/atmos.

Is there any way to have a final render which includes the clouds as layers or with an alpha I can premult? A black background could work as well if there is a way to disable the sky when rendering after the sun position is set.

Thanks for your help!
#3
Terragen Support / Re: MAC ARM version ???
Last post by pclavett - Today at 02:29:37 PM
Thanks Matt ! Was just surprised when the message popped up after the last update. Take Care !
#4
Image Sharing / render
Last post by Beep the Meep - Today at 07:05:35 AM
chevy 1.jpg chevy 2.jpg
#5
Terragen Discussion / Re: A neat trick for foliage r...
Last post by PuffnStuff - May 11, 2026, 06:17:40 AM
No, I was using the alpha channel, but I grayed the map so the area not masked was gray, rather than pure white. It amounts to the same thing as you described, it's just more work. (The way I described it, that is.) :) 
#6
Terragen Discussion / Re: Planetside Marketplace - p...
Last post by PuffnStuff - May 09, 2026, 04:38:34 PM
Hi, Uwe -

I couldn't agree more, particularly about the quality of mtl files one generally gets from places like RenderHub and CGTrader. They're often great models , but it DOES take hours to make them useable. Absolute path, non-sensical file names/material group names, etc. Even XFrog apparently has taken to contracting some stuff out, and while they're great models... I even wrote feedback to the guy who did an excellent Araucaria and mentioned the absolute paths in the mtl, he replied that it was easy to edit, and suggested I use Notepad. Now, how un-professional is THAT?! Rather than change it to relative paths and be done with it, EVERY SINGLE USER IS SUPPOSED TO EDIT IT!??

So I'm a-thinking of starting to post some sample models of TG4 optimized plant models. Check out the displaced bark shots here.  I've also come up with some pretty decent improvements to foliage materials in TG. The TGOs are set up with all relative paths to maps, etc. Material settings set up for TG4 - no .obj/.mtl decoding and porting to TG4.

In short, as time allows, I'm going to post samples and, if time allows, start marketing them through CGTrader. They'll only be useable in TG - no .obj version, just optimized .tgo's. And they'll be drop-in useable. No hassles, no re-scaling, none of that BS.

And yeah - I've mentioned the lack of models optimized for TG4. While just about anything is useable if you can make an obj of it, it'd be nice if there were a marketplace specifically dedicated to TG. Much easier, especially if some sort of standard were required of the modelers. (Relative paths to textures would be a good place to start.)

#7
Image Sharing / Re: True displacement on plant...
Last post by PuffnStuff - May 08, 2026, 04:44:43 PM
Yeah, it's pretty outstanding, isn't it? I haven't tried it on populations, so I don't know, but you don't really need to. If your eye sees something with that detail in the foreground (even if you're not really conscious of it) and you see the same tree in the middle distance, your mind just assumes that it's the same. If you study it, an experienced artist will start to pick out the CG effects, but at first glance, you get that instant or two of doubt, and to me that's the real goal in CG art - a piece that'll make you wonder, if only for an instant.
#8
Image Sharing / Re: True displacement on plant...
Last post by Dune - May 08, 2026, 11:17:15 AM
To my surprise you're actually right, even with a pretty brutal PF—if set to forced displacement. Apologies for that. I hoped it would work for a population of spheres too, but that is crashing TG.
#9
Image Sharing / Re: True displacement on plant...
Last post by PuffnStuff - May 08, 2026, 09:20:45 AM
But I believe you're wrong! You don't have to add more vertices. I've attached a shot of the wireframe at the same camera position. That's the whole point of displacement maps - you get the fine detail without adding any vertices or making the model any more complex. Compare it to the earlier versions to really see the difference - both the bump-mapped and displaced versions use the same number of vertices - the micro-poly rendering engine provides the additional data from the displacement map.
#10
Image Sharing / Re: True displacement on plant...
Last post by Dune - May 08, 2026, 01:43:28 AM
I mean that the imported object's trunk needs to be built with more vertices than trunks for bumpmapping. TG doesn't add vertices. The map relocates the vertices for the renderer, so if you don't have enough, it won't do that.