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#11
Image Sharing / render
Last post by Beep the Meep - May 13, 2026, 07:05:35 AM
chevy 1.jpg chevy 2.jpg
#12
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.) :) 
#13
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.)

#14
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.
#15
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.
#16
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.
#17
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.
#18
Image Sharing / Re: True displacement on plant...
Last post by PuffnStuff - May 07, 2026, 09:49:30 AM
I don't think it adds vertices per se, but the micro-poly renderer may. This was implemented with displacement maps.
#19
Image Sharing / Re: True displacement on plant...
Last post by Dune - May 07, 2026, 01:32:05 AM
Nice experiment. You see the displacement especially where the trunk hits the sky. Problem with real displacement is that you need a lot of vertices, which is only worth doing for hero trees and such.
#20
Image Sharing / True displacement on plant mod...
Last post by PuffnStuff - May 06, 2026, 03:15:14 AM
Hi, all -

I've been messing around with using true displacement vs. bump-mapping on trees, shrubs, etc. I'm starting to get results I'm happy with and thought I'd show off these test images. Default terrain, etc., just a shot of an English oak. Compare the profile edges of the trunk in the foreground. (The one in the background is bump-mapped in both images.) It's subtle, but your eye notices the lack of smooth edges - really adds a touch of photo-realism. Or I think so, anyway. (I think I saw a post using this technique years ago, but this was my first shot at it.)

The trick is splitting the foliage away from the wood you want to displace. It seems opacity-mapped leaves don't like being rendered with displacement mapping enabled on the object. Done properly, both the wood object and the leaves object have exactly the same origin point, so you put the wood where you want it, copy it's coordinates into the leaves object, and they'll align properly.

So check out the images. I'll be posting a set of models here as freebies in a while - kind of busy at the moment, but I wanted to show these off. I'm pretty happy with the effect.