Recent posts

#1
Terragen Discussion / Re: How to add Displacement Ma...
Last post by Dune - January 13, 2026, 02:08:26 AM
As a mix controller I used to have nothing, as the stretched part on one side got hazy enough not to 'really' interfere. I then used a blue node setup to get the direction, but now we have the surface and distribution shader with direction settings. Use that, I'd say.
#2
Terragen Discussion / Re: How to add Displacement Ma...
Last post by edb3_16 - January 12, 2026, 02:13:23 PM
Using cylindrical projection and setting the X to a small number fixed the issue I was having. Will have to try to merge several projections, just not sure how to set up the mix controller to blend them together properly. Hopefully Terragen 5 will have an option for an easy tri-planer projection!
Thanks again for your help and giving me ideas with stuff to experiment with!
#3
Terragen Discussion / Re: How to add Displacement Ma...
Last post by Dune - January 12, 2026, 01:59:08 AM
You're welcome. Image maps are difficult to project right, but indeed, for vertical cliffs I've used cylindrical as well, just make the X (I think) pretty small or it gets stretched over the whole terrain. I've also used a merge of several projection directions, over X, over Z and over Y, mixed by blue node or merge by merge shader, but you get some hazy overlap. Might not be bad for rocks.
Fake stones are awesome, use a transform shader (set to world) after one and it will be a real rock, otherwise it won't bulge. Mix, stretch, add, etc.
Use XYZ shader as well, it will fix displacements (so smoothing in a surface shader keeps everything before it as it was) and project (procedural) colors right. Lots to experiment with.
#4
Image Sharing / Re: Island with Dragon Shadow
Last post by Dune - January 12, 2026, 01:51:13 AM
Good render for your first post. Keep them coming!
#5
Image Sharing / Edited first first post
Last post by rynets - January 11, 2026, 11:25:35 PM
Edited for first post.
#6
Image Sharing / Island with Dragon Shadow
Last post by rynets - January 11, 2026, 11:24:21 PM
#7
Terragen Discussion / Re: How to add Displacement Ma...
Last post by edb3_16 - January 11, 2026, 07:05:54 PM
Thanks! I like how you are using rock shader to displace the sides... A part that I was missing was making the patch size smaller in the compute terrain. I think I got the displacement using texture maps figured out (I think lol, I am still not sure if I have the texture displacement mapped correctly to displace on every side on the cliffs). What I am still having issues with is adding a Color texture to the cliffs and mapping it so there is no stretching. Plan and side projections leave the texture of some sides of the mountain cliff stretched. I assume the cylindrical projection should work in this case, but for some reason it is all stretched horizontally, moving the center point didn't help.
Thanks again for your help!
Ed
#8
Terragen Discussion / Re: How to add Displacement Ma...
Last post by Dune - January 11, 2026, 02:41:23 AM
You need a compute terrain for the major cliffs, and after that you can add lateral displacements by redirect (XZ, using displacement power fractals), or vector displacement shader with color/greys as input. The smaller you make the patch size of the compute terrain, the sharper/more defined the laterals can be. A compute normal can also be used. 
I made you a 2 minute sample. You can play with the order of stuff and masks and such.
#9
Terragen Discussion / How to add Displacement Map to...
Last post by edb3_16 - January 11, 2026, 02:01:47 AM
Hi, I have been having some issues trying to figure out how to correctly add displacement maps, and textures, on the verticals cliffs. I am trying to add textures and displacement and have it projected correctly on the vertical cliffs (projection like the Tri-planner projection). Anyone know of how I can set this up?
Thank you
#10
Image Sharing / Re: Happy Terragen Forum 2026!...
Last post by masonspappy - January 07, 2026, 10:27:40 PM
Happy New Years Y'all.