Recent posts

#11
Terragen Discussion / Re: importing vdb?
Last post by midnight.mangler - October 22, 2025, 09:49:48 AM
Guys did this ever happen?
#12
Terragen Discussion / Re: Script to render out sever...
Last post by hipshot - October 22, 2025, 03:33:42 AM
I forgot, here's the bat file and some info:

Terragen.exe -p "path\jap.tgd" -o "n.bmp" -r -rendernode "n"
Terragen.exe -p "path\jap.tgd" -o "e.bmp" -r -rendernode "e"
Terragen.exe -p "path\jap.tgd" -o "w.bmp" -r -rendernode "w"
Terragen.exe -p "path\jap.tgd" -o "s.bmp" -r -rendernode "s"
Terragen.exe -p "path\jap.tgd" -o "up.bmp" -r -rendernode "u"
Terragen.exe -p "path\jap.tgd" -o "dn.bmp" -r -rendernode "d"

Just paste this into a clean bat file and run, make sure you fill in the correct path. For some reason I couldn't do just the file w/o path, but this works as well.

In the scene, create 6 cameras, set each one of them to the correct rotation and make sure the coordinations and quality settings are exactly the same, these are the rotations you need:

N = 0 0 0
E = 0 90 0
W = 0 180 0
S = 0 270 0
UP = 90 0 0
DN = -90 0 0

Then make 6 render nodes, connect each one of them to the corresponding camera, make sure all render nodes have the same quality settings. BTW, cameras and render nodes can't have the same name for some reason, so just name the cameras to something else. In my case I named the cameras the full length name and the render nodes the short version.



Save. Quit. Run the bat file. It will run silently w/o opening the program, you can set it during sleep or whatever.

This is the result, stitched in photoshop. It's a sky for my quake 3 level. This is a shrunk down version, in reality, each image is 1024^2, so it will look very crisp and clear in game.
#13
Terragen Discussion / Re: Script to render out sever...
Last post by hipshot - October 21, 2025, 03:03:43 PM
Thanks for the reply Kevin. A lot of info, it's funny how I searched around google and whatnot and didn't find anything about this.

However, all this python and RPC stuff are too complicated for me. I was looking into the command line stuff, but didn't really find anything with cameras there (I feels all this could be a lot simpler haha)
I also have issues finding the discord, it seems all invites are dead. Are there a some what up to date invite I can use?


edit: Actually, I found out how to render and all from a batch file!
#14
Terragen Discussion / Re: Script to render out sever...
Last post by Kevin Kipper - October 21, 2025, 11:36:37 AM
Hi hipshot,

Great question.  First let me point out these two threads about the recent scripts we created for automating a cube map/sky box setup in Terragen and for stitching the rendered images together.

https://planetside.co.uk/forums/index.php/topic,31269.0.html
https://planetside.co.uk/forums/index.php/topic,31270.0.html

Also we made a blog post about it:
https://planetside.co.uk/blog/support-diaries-cubemaps/

I think the approach to render and save the six images automatically would involve the creation of a batch (.bat) file on a Windows system and then executing it.  The batch file would contain instructions from Terragen's command line rendering feature (see link below).  This would essentially launch Terragen, load the project, then render and save the frames.

https://planetside.co.uk/wiki/index.php?title=Command_Line_Reference

I believe Alex Pearce at Sim-plates recently shared some of his scripts for remote rendering on our Discord channel.  You may be able to look at his code and extract what would be needed to render the frames.  Here's a link to the video he shared: https://vimeo.com/1112145456/90b67220e2?share=copy

#15
Terragen Support / Re: Cloud rendering switches f...
Last post by midnight.mangler - October 21, 2025, 04:30:49 AM
Thank you so much for these tips! Greatly appreciated :)
#16
Terragen Discussion / Script to render out several c...
Last post by hipshot - October 21, 2025, 03:37:48 AM
Hi guys!

Back in the days when I was using T1, I had a script that allowed me to render and save multiple images. It was so I could make a sky box out of it without having to sit and render and save all six images manually.

I think the script actually rotated the camera, rendered and saved.

Is there anyway to automate T4 to do the same?

Thanks in advance.
#17
Image Sharing / Re: All these worlds...
Last post by raymoh - October 21, 2025, 03:04:27 AM
Thanks!
#18
Image Sharing / Re: All these worlds...
Last post by Dune - October 21, 2025, 01:53:01 AM
Terrific. Sky is great!
#19
Image Sharing / Re: All these worlds...
Last post by raymoh - October 21, 2025, 01:19:23 AM
Another view of the planet Zavijava IV, my hypothetical fourth planet of the star Beta Virginis.
This polar region extends around the North Pole of this young world, the South Pole being a sea, without landmass.
The northern landmass of the supercontinent is cold and snowy, but there is little ice. The climate of the polar regions is warmer than on Earth, the weather often foggy and stormy.
At the horizon, the two moons of this planet can be seen. They are of different size, but due to their orbits they appear optically almost the same size and can occasionally "eclipse" each other, similar to the Moon sometimes covering the Sun during a solar eclipse.
#20
Terragen Support / Re: Cloud rendering switches f...
Last post by Kevin Kipper - October 20, 2025, 02:02:09 PM
Thanks for sharing the project file.  The source of the noise is in the indirect lighting.  By adding a Render Layer I was able to save out the direct and indirect lighting elements and easily see the noise pattern.

You'll need to increase the Anti-aliasing value to clean up the noise.  This will increase the render time, but you can also reduce Easy Cloud 01's Ray-marching quality from 0.832301 to the default value of 0.5 to help compensate for that.

Since you're using the Path Tracer to render, you might try to increase the Max paths per sample value.  This can help reduce render times because the "smoother" sampled result means the anti-aliasing doesn't have to work as hard to clean up noise. (but test it first).

Lastly, if you don't need the Path Tracer for other reasons in your project, you could try rendering via the Standard renderer.  The standard render time was 03:52 verses the path tracer 23:50 with an anti-aliasing value of 8 for both renders.

31338_PathTracer_Render_23m50s.jpg
Path tracer render

31338_Standard_Render_03m52s.jpg
Standard render