Recent posts
#21
Last post by Dune - March 20, 2026, 02:53:11 AM
For forced displacement you'd need a considerable amount of vertices per leaf to make it look nice. For the average leaf, bump works a lot easier and usually very nicely. Will you be so close with your camera?
Opacity should work, I would say, even then.
#22
Last post by Dune - March 20, 2026, 02:50:12 AM
OBJ's don't import completely, AFAIK. It's better to import spec (and other) maps from the default shader within the object. And save as TGO for future use.
#23
Last post by PuffnStuff - March 20, 2026, 02:15:52 AM
So... does anyone know the proper .mtl syntax to import a specular map through TG's obj importer?
TIA.
#24
Last post by PuffnStuff - March 20, 2026, 02:14:15 AM
Errr... trying to apply opacity to leaves while forcing displacement on them, rather than default or ray-traced.
#25
Last post by Stormlord - March 15, 2026, 06:10:05 AM
Nice, it looks very livid!
STORMLORD
#26
Last post by Dune - March 13, 2026, 11:14:47 AM
Cool render!
#27
Last post by pclavett - March 13, 2026, 10:45:25 AM
Hi guys ! Back after a long time out of the loop. had a lot of things going on and frequent trip to take advantage of the few years left to be able to travel. Right now, the state of the world is such that trips are out of the question (at least for me) and what better way to spend time than to do some Terragen. Here is a render of a spot in Colorado called the Dallas Divide. DEMs obtained from the USGS, worked in GAEA and then imported in Terragen. The Foreground was another separate terrain done in Gaea. Lots of species of plants and the riverbed is a mix of FAKESTONES and OBJECTS. Take care ! Paul
#28
Last post by Dune - March 13, 2026, 06:11:34 AM
Here is a simple way to use altitudes (for color additions/variation, or opacity - of leaves or so) into a population. As the 'use Y' isn't exact further from 0/0/0 (as Y='flat'), there is an alternative method, which measures distance from the center of the planet.
For leaves on/off per tree/instance use a transform shader set to instance anchor point, and any mask will obliterate all leaves from one tree (instance) and keep them on the next.
#29
Last post by Dune - March 09, 2026, 02:51:29 AM
It's been slow here for quite a while. I guess many users switched to Unreal or Blender or something. Thanks for posting these, checking out what they do, now.
There's Discord now, which is the main channel (though not too lively either).
https://discord.com/channels/979379973854994432/979379973854994437
#30
Last post by Dune - March 09, 2026, 02:48:16 AM
So, what was it?