Recent posts
#1
Thanks for sharing your approach! I've found Terragen Sky to be really useful in manipulating the color and other properties of the sky, and your image reminded me of that. You can push the atmosphere quite easily into alien-type environments and add multiple suns, etc.
#2
Last post by raymoh - January 27, 2026, 02:07:31 AM
Thank you!
No, I didn't use Terragen Sky. I started with a tgd-file from the NWDA Packs and "bent" it until it met my expectations in terms of terrain, coloring and lighting. That took a little while..😉
#3
I like the overall lighting and atmosphere also. Did you use Terragen Sky to help set up the binary sun's and atmosphere?
#4
Hi Martin,
Generally speaking project files made in previous versions of Terragen should load properly in the latest version of Terragen. Of course some nodes may have new or additional parameters but those additions do not typically result in the issues you're describing.
Are you able to load the projects in an "old" version of Terragen, and if so, what version of Terragen loads them properly? What version of Terragen is not loading the projects properly?
Would it be possible to gather a project file and share it with us via our support email so we can take a look at it and see if we encounter the same issue and determine is there's a solution?
#5
Last post by Dune - January 26, 2026, 03:06:30 AM
Great! Terrific light too.
#6
Last post by Martin - January 25, 2026, 11:04:07 AM
After building hundreds of worlds, I've reached a point where my PC wasn't able to render the required resolution.
I took a long, 5 year break from terragen, with many dozens of files prepared for a better render once I have a better workstation.
As I am preparing to buy one, I was checking those files, just to realise the old node networks seem to be all broken.
Is this a known thing? I did have the old Daniil Kamperov erosion plugin, which I had to reinstall with the new Terragen 4 version, but it seems my files are just
Atmospheric nodes are completely reset, nothing is plugged into the planet node, and with my complicated node trees, it's kind of hard to find the problem.
My question is, is opening a file made in a version from 2016-2019 doable, should I do some file conversion, or will nodes be broken because of the changes to nodes/ the engine?
Thank you for any help.
#7
Last post by Martin - January 25, 2026, 10:57:14 AM
I'm preparing to get a better workstation, to rerender some pieces in higher resolution. I had dozens of files prepared. Sadly it seems after several Terragen version updates, all my nodes are broken.
I am slightly devastated.
#8
Last post by raymoh - January 25, 2026, 02:44:13 AM
The fog is clearing on this super-Earth, which orbits a binary star. There is a lot of water here, mostly as vapor in the atmosphere, but the environmental conditions are deadly for humans.
Despite this, life has developed here: a life form similar to an Earth slime mold covers part of the surface. It is actually a single organism, the majority of which lives underground. What we see on the surface is just "the tip of the iceberg." Just like the Earth's slime molds, this creature can move very slowly for the purpose of finding food.
#9
Last post by Doug - January 23, 2026, 07:29:45 AM
Thanks for the reply and information.
I found it. The outer edge has no dark lines around it.
So it is the seam between two masks.
I moved it back toward the wall. I will just keep going until it disappears.
#10
Last post by Dune - January 23, 2026, 03:10:26 AM
The blue is darkish, so would dip too with the grey lines between the tiles, if you displace the whole lot. So you should make an RGB file separating the colors you need for the tiles and the displacement, so channel Red could be the soft grey (either make them dark on white or white on black) for the dips, Green the white tiles, and Blue the blue tiles. In TG you use blue nodes convert Red to scalar, Green to scalar and Blue to scalar to use them as masks for displacement or additional color or so.
Or make two files; the blue and white for the tile colors, and a separate greyscale for the dips between.
And repeat X and Y for a complete floor.