Recent posts
#91
Quote from: pokoy on April 30, 2025, 07:37:33 AMTry copying the entire string from another place - notepad for example - and pasting into TG instead of typing it out, I found this the quickest way to get around the instant parsing (which frankly was a bad idea and should finally be removed, no harm in having to press enter just like in any other program). Not sure if it will work in your case...
I usually do that, but I'll give it a try again.
#92
Last post by pokoy - April 30, 2025, 07:37:33 AM
Try copying the entire string from another place - notepad for example - and pasting into TG instead of typing it out, I found this the quickest way to get around the instant parsing (which frankly was a bad idea and should finally be removed, no harm in having to press enter just like in any other program). Not sure if it will work in your case...
#93
Probably not an easy answer to this, but I have a scene where I'm using an animated sequence to drive displacement.
My Terragen scene needs to sync with Maya renders and my animated and render sequence starts from frame 1001, and so does my displacment map sequence.
But if I try to set a frame to view in TG, I get the error window popping uo when I start to type in a frame number. This seems to be because when I type in frame 1258 fro example the input stops at the first number entered (1) and the error window appears as there is no file in the sequence for frame 0001. This continues as I type each number until finally I can input the required frame number.
I know I can drag the time slider, but this is a heavy scene and it can take a few tries before I get to the frame I want.
It's not a show stopper, but if there's a workaround would be good to know.
#94
Last post by noahding1 - April 24, 2025, 03:33:57 AM
The bottom of the sky looks unnatural. How can we achieve the effect of cloud superimposition with a sense of layering at the bottom as referred to?How can the edge effect and internal detail levels of this volumetric cloud mass be achieved by reference? The edges and layering effect generated by TG are difficult to achieve in this way.
#95
Last post by Dune - April 24, 2025, 02:08:52 AM
Perhaps because during the day, moist has evaporated (by the sun's warmth), loads of cars excrete their fumes, work kicks up dust, so the air is fuller with particles, resulting in more breakage of sun's light, hence more reds.
AI will probably know. And I think it could be done in TG, but also easily adjusted by hand.
#96
Last post by Belmont224 - April 23, 2025, 02:28:59 PM
This is tangentially related to Terragen, and I'm just curious if anyone knows the answer.
Why does the sky for sunrises and sunsets seem different (at least where I'm located). Sunrises get more light blues, light yellows, lighter pastel type colors, but sunsets get the more vibrant and dramatic reds, purples, oranges, etc. You would think they would look the same as the whole process is similar (sun gradually becomes visible and lights up the sky). Where I'm located, sunrise if over land and sunset is over ocean so maybe that makes a difference?
Terragen doesn't make any distinction in this regard. If the sun goes down, it always looks like a sunset (to me anyway)
#97
Last post by Dune - April 23, 2025, 02:06:08 AM
Thank you both for chiming in! Good information to take into account, copied all.
Strange that this older GPU works less smoothly than the newer one, as that's one of the reasons I'd invest in a faster card. And being able to work in 3D and render a large scene at the same time, because I'm very anxious to do so now, afraid of crashes and having to start a render all over again.
#98
I built a Threadripper workstation a few years ago primarily to render in Terragen and in that respect it's great. It's a Windows 10 system which means that the only way to utilize the full 64 cores (128 threads) at once during a Terragen render is to launch two instances of Terragen. That's fine for an animated sequence because one instance of Terragen is rendering the odd numbered frames while the other instance is rendering the even number of frames. Generally speaking using this workflow I end up with two rendered frames in the "time" it takes to render one. For still images I can render on an instance just dedicated to rendering, while working in another Terragen scene or another application all together. If you can build a Threadripper using Windows 11 this limitation should no longer apply.
I've not tried to render via render management applications like Deadline, or tried to render a large image in tiles and then have it stitched back together.
One thing I've noticed is that the user interaction in Terragen on my 13+ year old Intel 7 system with a GTX670 graphics card is much smoother and faster than on my Threadripper system, even though the new system has 4 times the memory and a 3080ti graphics card. Also, although I haven't tried this yet, Matt suggested I try reducing the number of cores per Terragen scene from the default 32 to see if it improves the perceived performance.
Overall I'm happy with the Threadripper. I render much larger images at higher quality than previously.
#99
Quote from: gao_jian11 on April 20, 2025, 09:05:07 PMAdditionally, I remember that the maximum number of cores supported by TG is 32 and the maximum number of threads is 64. Beyond these limits, it won't work. I wonder if this is still the case now.
That limit is gone apparently in Terragen 4.8.23 - from the release notes:
QuoteWe've removed a hard-coded maximum of 64 threads per render. This allows utilization of more than 64 cores/hyperthreads on Windows 11, Windows Server 2022, Linux, and Macs with more than 64 cores. Older versions of Windows may not benefit.
Agree with gao_jian11 on the GPU front if you're mainly working with Terragen, but then again who knows what will happen with TG and GPU rendering? - TG 5 has been in development for years now - maybe worth asking Matt if future versions will use GPU more (if he'll tell you

)
#100
Last post by Njen - April 21, 2025, 03:30:39 PM
You were right about your idea that it had to do with the GI cache. Usually on these long slow env shots I can get away with the GI cache being 32 frames apart every time, but I just did a test for this section of 16 frames apart, and it seems to have fixed the issue.
FYI, to answer your previous questions, the frames were rendered through Deadline on multiple machines, but then when I did a test on the same machine in the same Terragen session I was able to replicate the issue.
Thanks for your help!