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File Sharing / Re: Exporting heightfields (or...
Last post by WASasquatch - August 17, 2019, 09:18:57 pm
Quote from: Matt on August 17, 2019, 08:39:37 pm
Quote from: WASasquatch on August 17, 2019, 06:09:34 pmHey @Matt is there a way to use the Get Altitude to display an exact definition of the terrain. From the minimum displacement level to the maximum? I notice with a couple exports i end up having to adjust the amplitude to match Terragen, and if my colour adjust's maximum is too high from the maximum of displacement it lowers the definition of peaks, if I'm too close, it exaggerates peaks.

For raster heightfields you could read the information off a Heightfield Load node, but procedural terrains needs to be sampled to get that information.

If you're trying to get some other 3D program to match Terragen, I don't see why you can't plug in the same numbers in both Terragen and the other program. The white point in the Colour Adjust Shader doesn't need to be the exact highest point, it just needs to be at least as high so that it doesn't clip. The same number should go into the amplitude of your other program. What are you importing it into?

That's exactly what I was doing. These programs read the displacement and than apply their amplitude on top of that... so if it's not exporting exactly as Terragen is interpreting, the same values won't yield the same results. That's where these specific issues I just explained come from where peaks can be extended or pancaked (not as high as they are in TG with same amplitude).

So there is no way to use blue nodes to get the minimum and maximums of procedural terrain, to sum up to have a more standardized output?

Heightfield is a good way, I use that mainly but it is limited to an area and gotta translate shaders rather than just roaming.
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File Sharing / Re: Exporting heightfields (or...
Last post by Matt - August 17, 2019, 08:39:37 pm
Quote from: WASasquatch on August 17, 2019, 06:09:34 pmHey @Matt is there a way to use the Get Altitude to display an exact definition of the terrain. From the minimum displacement level to the maximum? I notice with a couple exports i end up having to adjust the amplitude to match Terragen, and if my colour adjust's maximum is too high from the maximum of displacement it lowers the definition of peaks, if I'm too close, it exaggerates peaks.

For raster heightfields you could read the information off a Heightfield Load node, but procedural terrains needs to be sampled to get that information.

If you're trying to get some other 3D program to match Terragen, I don't see why you can't plug in the same numbers in both Terragen and the other program. The white point in the Colour Adjust Shader doesn't need to be the exact highest point, it just needs to be at least as high so that it doesn't clip. The same number should go into the amplitude of your other program. What are you importing it into?
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File Sharing / Re: Exporting heightfields (or...
Last post by WASasquatch - August 17, 2019, 06:09:34 pm
Hey @Matt is there a way to use the Get Altitude to display an exact definition of the terrain. From the minimum displacement level to the maximum? I notice with a couple exports i end up having to adjust the amplitude to match Terragen, and if my colour adjust's maximum is too high from the maximum of displacement it lowers the definition of peaks, if I'm too close, it exaggerates peaks.
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Open Discussion / Re: Materialize
Last post by WASasquatch - August 17, 2019, 04:50:51 pm
Has anyone tried this software (Materialize). I downloaded it cause I read it's good with "PBR" whatever that really means.

But... I can't save a project let alone any maps! It just says "Select" instead of "Save" or something, and when you try to write a project name or map name, nothing saves at all... I think their file explorer is stuck in "Open" mode.

Amazing they have no contact on their website, and only a feedback in their software, which won't let me send anything with "Oops, something went wrong". :\

I think I may have spent like 45 minutes in this software for nothing. :(

Figured it out! Don't hit Select. Right the filename and hit enter on the input field. Weeird.
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Terragen Discussion / Re: Populations Anchor Input [...
Last post by WASasquatch - August 17, 2019, 04:17:48 pm
Honestly I feel there is other areas of importance that should be addressed that would ultimately remedy this and modernize the software's node system in general than introducing one random "clutter fix".

What about the Planet Shaders and Atmosphere plugs, and it being just a object in the object group which is tiny? Having to reposition these groups to compensate for expanding shader and terrain networks, or ending up with weird huge offset boxes growing off the main node groups like a tumor.

Having to rearrange and change the whole group system for objects to handle something like 100 populations without a vertical progression off the main group system like another growth.

I think a simple link system could be added like a shader, and the whole node group system could be rearranged more appropriately using the link gateways, including populations, while still keeping noticeable links in the node system.

Node groups could be spaced in a more uniform fashion and start with links for for those that hook to another group. A horizontal node system would also save clutter and ease of navigation with horizontal scrolling rather than zooming in and out on a huge block. Instead you can just scroll, and zoom in and out to desired nodes, not using it as a navigation method to nodes throughout the entire system.

It's simply weird having 2-3 compute normals just hanging there with no indication they are used, and such a weird focal point considering other areas of expanding node networks getting complicated.
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Terragen Discussion / Re: Populations Anchor Input [...
Last post by WASasquatch - August 17, 2019, 04:05:51 pm
Quote from: cyphyr on August 17, 2019, 03:55:07 pmIt's great and even essential to be able to see full shader networks for shading and terrains construction but not particularly helpful for populations.

Maybe a toggle on/off for showing external links in population shaders.

Ehh, I'd say to the contrary. Populations are very sensitive and one of the major "What's wrong with my scene" help topics. Adding confusing to how it's setup like any other node is just odd, really. Unless this is going to be global for a lot of stretching links, it's sorta random imo.

A toggle would be nice.

Speaking of that, I always thought clutter was a issue because of everything the project represents being in one node network pretty much. I see in other software they use gateway links and separate the different aspects of the workflow into either different windows, or it's own dedicated area in the window without links (due to gateways where you can feed input, and take output with an accompanying node)

Additionally, we're still working in a node system designed for 4:3 aspect ratios (vertical progression). Time to go horizontal imo.
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Terragen Discussion / Re: Populations Anchor Input [...
Last post by cyphyr - August 17, 2019, 03:55:07 pm
The current project I am working on has over 100 populations.
I am VERY happy to have the clutter removed. Thankyou :D

Actually you could do one better (somehow ?). Many of the populations use the same object and/or the same distribution shader network. Still far more clutter than I would like.
It's great and even essential to be able to see full shader networks for shading and terrains construction but not particularly helpful for populations.

Maybe a toggle on/off for showing external links in population shaders.
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Terragen Discussion / Re: Populations Anchor Input [...
Last post by Matt - August 17, 2019, 03:43:33 pm
Quote from: Dune on August 17, 2019, 03:02:52 amI kind of agree with Jordan, to a degree. Removing clutter is great, as I used to add 2 null shaders, one inside the other to invisibly link to a compute terrain or compute normal (indeed off some sideline or loose fractal), to get rid of all the lines, and have it off the main nodes anyway. So this is very handy.
But you now may have loose shaders that 'carry' the pops, and are not distinguishable, and seem redundant. But I don't think that can be changed within the software, unless there can be a way to set a color to the node manually (or lock it?). I usually add a group around it with big letters saying KEEP!, or something like that.

I plan to show the same arrow indicator that you see when a node is referenced by a node in a different external or internal network. Will that help?
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Image Sharing / Re: Planetoid Crater Shader te...
Last post by archonforest - August 17, 2019, 03:20:28 pm
Wow!!! This is great!
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Open Discussion / Pierre Drolet "Star Trek" anim...
Last post by WASasquatch - August 17, 2019, 01:43:17 pm
Cool video by Pierre Drolet. I honestly like his interpretation of ship designs. They all look pretty cool.

https://www.facebook.com/Star.Trek.Universe.STU/videos/298968587326653/

https://www.pierre-drolet-sci-fi-museum.com/

More on Youtube: https://www.youtube.com/channel/UCJpCOXOkaTXIi2i17Ag3e9Q
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