Recent posts

#1
Image Sharing / Re: Cliff side fire pit.
Last post by Dune - Today at 01:46:05 AM
Nice, you used a vector displacement and simple shape or painted shader? Needs a neanderthal.
#2
Image Sharing / Re: Cliff side fire pit.
Last post by Doug - December 01, 2025, 10:31:50 AM
Try again
#3
Image Sharing / Cliff side fire pit.
Last post by Doug - December 01, 2025, 10:28:34 AM
Cliff side fire pit.
#4
Terragen Support / Re: Two Questions...
Last post by Kevin Kipper - November 26, 2025, 05:06:48 PM
Hi WinterLight,

The links to download Terragen Sky will be under the "Details and Downloads" section of the original purchase.  If your subscription has renewed a few times, you'll have to navigate to the original purchase and click on its "Details and Downloads" link.

I can help you change the subscription tiers.  Can you email me at registrations@planetside.co.uk and let me know which pricing tier would apply.

Regards,

Kevin
#5
Terragen Support / Two Questions...
Last post by WinterLight - November 26, 2025, 03:27:42 PM
Where do I find the Terragen Sky download? It's not included on the downloads and details page, the only product there is Terragen.

Also, I'm trying to change subscription tiers, but I can't find a way to cancel my subscription and renew with a different tier. How do I do that?

Thanks!
#6
Announcements / Terragen 4.8 Bug-Fix Update - ...
Last post by Matt - November 07, 2025, 05:40:38 PM
There's an import bug-fix update to Terragen 4.8 - Build 4.8.62 (Release Candidate).

If you have an active license of Terragen 4 Professional or Creative, use the Check for Updates feature in the application to get links to the latest 4.8 builds. If you're on a perpetual license and your maintenance includes 4.8.xx builds then you can get this update even if the maintenance expired.

Quote===========================================
Build 4.8.62 (Release or Release Candidate)
===========================================

Important bug fix: There was a bug in the rendering of clouds of type Easy Cloud and Cloud Layer V3 that added significant noise in some situations when rendering with the Path Tracer. The Path Tracer is not used to render clouds directly visible to the camera, but nevertheless their appearance was altered wherever the clouds were occluding surfaces (e.g. terrain or objects) that were rendered by the Path Tracer. In a typical landscape scene this could add a strong discontinuity in the noise levels from above the horizon to below the horizon, and made the adaptive sampler work harder to resolve the noise in the affected areas, usually increasing render times. The bug presented itself only when rendering with the Path Tracer, not the Standard Renderer. Cloud Layer V2 and Planet Atmosphere were not affected in any render mode.

Notice: We advise users to adjust render quality settings on scenes that were affected by the cloud rendering bug. Now that the bug has been fixed, renders can take longer in scenes that used high AA or high "Voxel scattering quality" to compensate for the old behaviour. Adjusting render settings back to normal levels should result in higher quality images and shorter render times. A good range for "Voxel scattering quality" (in GI Settings) is between 200 and 400 when the image is dominated by clouds directly visible to the camera, and 100 is better when clouds are mostly for secondary effects.

Bug fix: The program was crashing in some situations when using a license server through a configuration file on a network path.

Bug fix in the Free Non-commercial edition: Parameter views for object reader nodes (OBJ Reader, TGO Reader etc.) were taking up more screen space than they should, because they were missing the "Mesh Modifiers" tab and this caused the tab's contents to be displayed between the two main tab groups.

=============================
Build 4.8.52 (Frontier Build)
=============================

Fixed a bug in the Path Tracer that sometimes caused the Robust Adaptive Sampler to output bad pixels if nearby pixels were sampling 'holdout' objects. The bug might have caused problems in other situations too.

Experimental changes to improve the Z-depth rendering of items drawn in the 3D Preview. This potentially affects the drawing of bounding boxes, wireframes, shaded and textured objects, and some shader-specific drawings (e.g. the dotted lines of a Simple Shape Shader). Most of these items will be hidden behind other items according to the Z-depth buffer in the view, except for shader-specific drawings and some special objects which are always drawn on top to maintain visibility. Please give us feedback on the new behaviour so we can further refine it.

An experimental solution to an occasional problem where the 3D Preview would become unresponsive to some types of interaction.

Bug fixes to the visual 'disabled' status of node outputs and connection lines in the Node Network.

Other internal changes that are not meant to affect outward behaviour.

If you have an active license of Terragen 4 Professional or Creative, use the Check for Updates feature in the application to get links to the latest 4.8 builds. If you're on a perpetual license and your maintenance includes 4.8.xx builds then you can get this update even if the maintenance expired.
#7
Terragen Support / Re: Cloud rendering switches f...
Last post by Matt - November 07, 2025, 05:35:59 PM
@midnight.mangler We've fixed the bug and there is a new update to 4.8.

If you have an active license of Terragen 4 Professional or Creative, use the Check for Updates feature in the application to get links to the latest 4.8 builds. If you're on a perpetual license and your maintenance includes 4.8.xx builds then you can get this update even if the maintenance expired.
#8
Terragen Discussion / Re: Default Shaer -> Transform...
Last post by TheFlaglerPhotographer - November 02, 2025, 12:56:42 PM
I figured out the HM scale issue. When you export "ter" format from WM it embeds the world extents that are specified in the project settings dialog. Default is 12k. It's independent of heightfield resolution so that number can be set to whatever you want to create the desired pixel/vertex density per meter as that is what Terragen will use to determine your terrain extents on the default planet.

I am using Y planar mapping

I am using a distance shader to blend differently scaled versions of the texture to camoflauge tiling issues. (I come from Unreal background)

I am not sure what I was doing wrong before because now my terrain retains its shape. I think I must have disconnected or neglected to wire the computer terrain node into the default shader main input.

Thank you everyone.
#9
Terragen Discussion / Re: Default Shaer -> Transform...
Last post by Kevin Kipper - October 30, 2025, 12:29:00 PM
Many of the parameters like the Default shader's "Colour image" that accept an image map will default to the object's uv coordinates.  In order to be able to scale the texture I find that it's better to assign the texture map via an Image Map shader that is assigned to the Default shader's "Colour function" parameter.   Within the Image Map shader you have control over the placement and scale of the image on the terrain.

31358_ImageMapAssignedToColourFunction.JPG

Terragen's default unit is 1 meter.  If you want one pixel of your square 16,384 height map to cover 1 meter of terrain then set both inputs of the "Size" parameter in Image Map shader to 16384.
#10
Terragen Discussion / Re: Default Shaer -> Transform...
Last post by Dune - October 30, 2025, 02:49:02 AM
Do you add the default shader as a child to a surface shader after the terrain has been made, and after the compute terrain? Then a transform shader shouldn't mess with any previous displacements.
You can also use an image map shader to import your texture. Scaling can be done within.
You should take care that image maps/textures are repetitive, so I wouyld always prefer a procedural approach for bigger rock textures, or at least mix them in.
You also have to take care that later textures have their own displacements, so you might need to smooth the rock displacement, for a field of grass for instance. Or separate them using a merge shader with a controller (image map, or fractal, or slope by distribution shader).

The latter question, I don't know how to answer - I hardly ever work with imported HM's.