Recent posts

#11
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.
#12
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.
#13
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.
#14
Terragen Support / Re: MAC ARM version ???
Last post by Matt - May 05, 2026, 07:51:49 PM
We're planning to release an Apple Silicon native port of Terragen 4 this year.

From what I've read, macOS 27 will continue to include Rosetta 2, enabling it to run Intel versions of software. As far as I'm aware, what's ending in macOS 27 is not support for Intel software but support for Intel CPUs, so Terragen 4 should continue to work just fine on your M5 with macOS 27. Support for Intel software is planned to end with macOS 28, due next year. We plan to release Apple Silicon native Terragen before then.

According to Apple Support (https://support.apple.com/en-us/102527), "Rosetta is currently available for any Mac with Apple silicon, and it will remain available through the forthcoming macOS 27 — the next major macOS release. Starting with computers using macOS 28, Rosetta functionality will be available only for certain older, unmaintained games that rely on Intel-based frameworks." This information was published February 16, 2026.

If this changes, please let us know and we'll adjust our roadmap to make this a priority.
#15
Terragen Support / MAC ARM version ???
Last post by pclavett - May 04, 2026, 09:06:15 PM
Just got the message on a brand new MACBOOK AIR M5 that the next update will render Terragen incompatible as they not going to support MAC INTEL software as of the next update. Are there any plans to switch to MAC ARM type software architecture ? For the present time will just manage by not updating for a bit. Also can work on my WINDOWS PC mostly but enjoy Terragen when on the road with my MACBOOK. Thanks for your time on this querry. Paul
#16
Image Sharing / Re: After a long break, a new ...
Last post by Dune - April 23, 2026, 02:16:51 AM
Thanks. Yes, you can do A LOT within TG! Even at such low erosion resolution.
#17
Terragen Discussion / Re: Where to find the sinewave...
Last post by Dune - April 23, 2026, 02:15:07 AM
Get position in texture, X to scalar, multiply/divide scalar by a constant scalar (for size), finalizing with the sin scalar.
#18
Terragen Discussion / Re: TERRAGEN MCP
Last post by xpez2000 - April 22, 2026, 04:39:21 PM

I am really interested in the potential of this feature. When I figure out how to implement something worthwhile I will post the results.
#19
Terragen Discussion / Re: TERRAGEN MCP
Last post by Kevin Kipper - April 22, 2026, 01:34:49 PM

Yes, the RPC feature can help automate certain tasks in Terragen.  

We've compiled quite a few Python scripts which can be found in the file sharing category on this forum or are included in the Redmaw TG Toolkit here: 
https://github.com/RedMawVFX/redmaw-tg-toolkit.git

There are also a number of blog posts about the RPC feature:

Hello RPC - Scripting for Terragen
https://planetside.co.uk/blog/hello-rpc-part-1-scripting-for-terragen/

Hello RPC - Part 2 Error Handling
https://planetside.co.uk/blog/hello-rpc-part-2-error-handling/

Script it Yourself with Terragen RPC
https://planetside.co.uk/blog/script-it-yourself-kelvin-sunlight-colour-with-terragen-rpc/

Terragen RPC: One Year Later
https://planetside.co.uk/blog/terragen-rpc-one-year-later/

Node Placement via RPC
https://planetside.co.uk/blog/node-placement-via-rpc/

Hope these help!
#20
Terragen Discussion / Re: Where to find the sinewave...
Last post by Kevin Kipper - April 22, 2026, 01:21:14 PM
The quickest way to add any node to the Node Network is to press the tab key while the Node Network pane is active.  The pane is active when you see the dotted yellow line around the pane.  If it's not active just left click once in an empty space within the pane to activate it.  Clicking the tab key launches the Quick Node Palette.  You can immediately start typing the name of a node and the list of nodes will go to the closest match in the list.  Double clicking a node will add it to the Node Network.  

Also note that the node names in the screen grabbed image have been slightly changed by the user.  For example the node labeled "sineWave_finalFrequency"  is probably a "Sin Scalar" node.  If you hover over any node in the Node Network a tool tip will pop-up and show you the name and type of node.  The type of node is what is displayed in the Quick Node Palette.

Alternately, you can right click in the Node Network and find the blue function nodes under the Create Function context menu options.