Recent posts

#61
Open Discussion / LTX Studio
Last post by PabloMack - May 25, 2025, 11:54:40 AM
I just found a service for making movies with AI assist for writing scripts, designing characters, making music, generating videos  etc. I think I could really get into this.  Anyone know anything about it?

https://www.youtube.com/watch?v=pQUDxGXSNFE
#62
Terragen Discussion / Re: Displacement map question
Last post by Matt - May 24, 2025, 03:20:25 PM
Alternatively, make sure that your Surface Layer's position in the node network is anywhere after the Compute Terrain which is part of a typical project.
#63
Image Sharing / Re: Galilean Moon Io
Last post by Stormlord - May 21, 2025, 09:58:23 PM
Hi Rich
The Jupiter map is a little bit fuzzy, but nice composition

STORMLORD
#64
Image Sharing / Jupiter in High Resolution!
Last post by Stormlord - May 21, 2025, 09:43:57 PM
I used a brand new optimized map of Jupiter to do some high quality space renders of Jupiter.
The map used itself is a brand-new map, carefully cleaned up, optimized and very sharp in good quality.
I produced some renderings, they look better, than sitting on a space probe yourself... really cool stuff!
Let's start with my older map from Cassini, followed up with my latest map of Jupiter.

Jupiter Cassini AI (GRF) (More Detail).jpg
This is a fresh rendering with my older map based upon a map of Jupiter from the Cassini probe (retouched, cleaned-up, denoised and re-sharpened)

1 - Jupiter and Europa.jpg
This is a render with my newer map from Björn Jónsson (link to that map is below)

2 - Jupiter and Europa.jpg
Now we dive a little bit closer to show more details and the quality of this map

3 - Jupiter and Europa.jpg
Jupiter and Europa
WOW, when I first saw the result, it really met my expectations!

4 - Jupiter.jpg
Jupiter and Europa (As far as I can go with this resolution)
So finally, this render really blew me away! AWESOME!!!

Far out there.jpg
Far out there (Moon Europa with a fictional ring system)

STORMLORD

______________________________________________________________

Björn Jónssons Page
https://bjj.mmedia.is/
https://bjj.mmedia.is/data/planetary_maps.html

There is a very high resolution map from Jupiter out there from Björn Jónsson
In one of his articles, he presented his new map in an excellent quality
https://www.planetary.org/space-images/merged-cassini-and-juno

Here is the Direct link to his High-Res Jupiter Map
https://planetary.s3.amazonaws.com/web/assets/pictures/20180511_jupiter_map_css_plus_juno_bj.jpg
#65
Terragen Discussion / Re: Render subdiv settings
Last post by digitalguru - May 21, 2025, 04:09:36 AM
Agree, but on closer examination, the fake stones lose shadowing, which is a shame as I like what it was doing on the larger features, though I suspect it is technically not correct.
The animation feature that changed the shadows was Stabilse ray detail in motion. I'll experiment with that a bit more, but I suspect I might have to go back to the previous "blobbier" version :)

Render times were pretty much the same for both renders.
#66
Terragen Discussion / Re: Render subdiv settings
Last post by Dune - May 21, 2025, 02:09:31 AM
Interesting. I like the animations render better, so maybe for stills those settings would be good to try. Is there a difference in render time?
#67
Image Sharing / Re: Happy accident
Last post by Dune - May 21, 2025, 02:05:25 AM
Cool indeed. Lucky accidents do happen. You could add a pop of the internal grass where the trees are on bare rock to. Set it to follow the rotation of the terrain, and make the underlying grass object a little smaller by reducing XZ to 0.5-0.6 or so (you get 5-6m blocks of grass then, which are less prone to float), and maybe make the stems longer (0.5m, and sink them a little, say 0.2m). Give them a fractal color followed by a transform shader set to world/final position, pulled into the color input of the grass' default shader.
Mask the pop by max slope, and perhaps some fractal.
#68
Terragen Discussion / Re: Displacement map question
Last post by Kevin Kipper - May 20, 2025, 05:12:34 PM
You may have to add a Compute Normal node after any terrain displacement and before the displacement from the jagged rock image.  Then, you could use an Image Map Shader node (with jagged rock) with displacement enabled and a Distribution Shader as a mask.  Set the Slope Constraints in the Distribution shader.
#69
Terragen Discussion / Displacement map question
Last post by rolland1013 - May 20, 2025, 04:00:07 PM
I not having any luck getting this to work. I have a displacement map of a jagged rock surface that I want to apply to my terrain surface. But I want it to only affect terrain with a slope greater than 30 degrees. I've tried using the altitude constraints in a Surface Layer node, but it doesn't work. As a test, I created a small painted shader, and that works. But that isn't a practical solution for what I'm trying to do. Is there a way of doing this that uses slope and elevation to mask a displacement map?

Thanks,
Niel
#70
Image Sharing / Happy accident
Last post by Belmont224 - May 20, 2025, 02:17:12 PM
This is my first image worth posting, and it's creation was an accident. I thought it looked cool though. Literally... :) I need to fix the trees growing straight out of the rock.

The accident was when I unchecked the box to light surfaces with the sun. This created this cloudy, cold looking image.