Recent posts
#1
Last post by Anya160El - Today at 01:29:33 PM
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#2
Last post by Gkos - Today at 11:55:41 AM
plants are mostly from Silva3d,
#3
Last post by Senorpablo - February 25, 2026, 03:40:34 PM
It would be very useful to be able to adjust the ground plane color in Terragen Sky. Terragen Sky is fantastic for quickly creating spherical HDRI's for backgrounds and lighting. The dark blue, ocean ground plane isn't great for lighting and it can really stand out through any holes or seams in geometry or on the horizon if the setting is a typical terrain which is most often a lighter, more neutral color(greens, tans, greys, etc.).
Ocean is a fairly uncommon location/setting for CGI, games, etc. so being able to set the color to something more use case specific would be fantastic. Two colors and some fractal noise would be a nice bonus.
#4
Yes, but set the Painted Shader's Coordinates parameter to "Position in terrain/texture" under its Transform tab.
#5
Last post by edb3_16 - February 04, 2026, 06:37:03 PM
Hey just wondering if it is possible to apply Fractal Warp to a Painting Shader?
It isn't working for me, and I tried a few different variations (like before displacement and after).
#6
Last post by Lanty - February 04, 2026, 04:21:25 PM
VDB import would be a great feature.
I would love to be able to merge a unique "hero " cloud VDB from Houdini/EmberGen into Terragen.
#7
Last post by MarkHills - February 03, 2026, 10:35:23 PM
Quote from: RichTwo on December 17, 2025, 01:31:00 PMI was browsing the Terragen product home page yesterday and under "Learn / Tips and tricks / Support Diaries: Scene optimization example #1, I noticed the image looked remarkably like something I would do. So I began reading the article (written in 2019 by Oshyan Greene - I still miss his presence here...) and it contained this, which I had not ever seen before:
Our scene today comes from user "RichTwo" on our community forums, a skilled Terragen artist with a lengthy history and a distinctive style, often depicting desert or barren alien worlds.
I wouldn't exactly claim to be so much skilled as I am imaginative. The best description of my style could be "Frankenstein-ian" That is, very little of what I create is truly of my own making fnf. I habitually take bits and pieces of others' work, edit and patch them together, and sometimes getting results I'm actually satisfied with! And I credit any "skill" I may have to the many here with the real know-how who've done all the heavy work.
But I was a bit honored by Oshyan's words, and it came as a (late) surprise.
Being mentioned like that says a lot about how recognizable your work is, even if you downplay it yourself. Blending and reworking ideas into something cohesive is a skill in its own right, especially when the result feels consistent.
#8
Last post by Gkos - February 02, 2026, 08:20:15 AM
Thank You very much, I appreciate that
#9
Last post by Dune - February 02, 2026, 07:42:31 AM
Sure, here you go. You can use the principle for imported objects/populations. Check inside the pops of cards and spheres.
#10
Last post by Gkos - February 02, 2026, 05:29:00 AM
This is really a fantastic, amazing Render. I like it
do you have a practical example for get point?