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91
Terragen Discussion / Re: Low level cloud control
Last post by WAS - February 12, 2020, 06:49:38 pm
Quote from: Matt on February 12, 2020, 04:02:07 pmWhen using these setups on a complex terrain like you might see in a real project, it will make the clouds very slow to render. You can fix this by baking the terrain into a heightfield and using a Heightfield Shader as the source of the cloud altitude offset (Tangled-Universe setup) or warper (WAS setup). It's a few extra steps but it makes it practical to use with many kinds of terrain.
That's actually a really simple idea to speed things up I hadn't thought of. You could also likely get away with a low resolution too as you don't really need jagged info for altitude offsetting for a distance. It may also breakup the cloud if too rough like spikey peaks.
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Terragen Discussion / Re: Compass tab - a suggestion...
Last post by cyphyr - February 12, 2020, 06:44:41 pm
Ah yes, true.
Gimble lock is a royal pain but since it is not needed at the poles simply turn of normal modulation if normal equals zero (or whatever value the poles return).
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Terragen Discussion / Re: Compass tab - a suggestion...
Last post by Hetzen - February 12, 2020, 05:28:37 pm
You get gimble lock at the poles.
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Image Sharing / Re: Dutch Scenery re-render
Last post by Hannes - February 12, 2020, 05:09:47 pm
Fantastic!
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Terragen Support / Re: multiple glass shaders
Last post by KlausK - February 12, 2020, 04:34:20 pm
hi,
just installed the 4.4.49 update version today and rendered the scene with the three glassplates with it.
These are the results: SR = Standard Renderer / PT = Path Tracer

That looks a lot more like what I / we expected with this setup, I guess ;)

CHeers, Klaus

ps: while rendering with the path tracer about 90 minutes of the the total time needed - that is about half of the rendertime - Terragen could only use a few cores on my machine because there were only two or three buckets left to work on.
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Terragen Discussion / Re: Compass tab - a suggestion...
Last post by cyphyr - February 12, 2020, 04:31:28 pm
Could a simple compass function similar to the sunlight one work with a modulator based on the local planet normal?
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Terragen Discussion / Re: Compass tab - a suggestion...
Last post by Tangled-Universe - February 12, 2020, 04:11:05 pm
It's obvious from this discussion that I'm in favor of the approach similar to the sunlight.
It will support by far the most use cases.
If a new/fresh approach fixes all existing nuisances then that's a win too of course.
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Terragen Discussion / Re: Low level cloud control
Last post by Tangled-Universe - February 12, 2020, 04:07:44 pm
Here's the corrected file, sorry for the inconvenience guys.
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Terragen Discussion / Re: Low level cloud control
Last post by Tangled-Universe - February 12, 2020, 04:06:57 pm
Quote from: Matt on February 12, 2020, 02:25:33 pmMartin, there is an incorrect connection in your setup. You'll need to connect the Sin rather than the Displacement Shader.

I think both of these examples are different enough that it's not fair to assume that one is easier than the other.


Ah yes, shit, that's a remnant of testing the displacement shader to scalar input.
The note shader does explain this though.
I will re-upload.

The sinus based terrain is perhaps not beginner-friendly, but the cross-section approach of presenting the terrain and the cloud layer makes it much easier to understand the settings of modulating the cloud.
Since this is a cloud modulation discussion I considered my node-light solution the easiest. There's as little as possible plugged into the cloud.
100
Terragen Discussion / Re: Low level cloud control
Last post by Matt - February 12, 2020, 04:02:07 pm
When using these setups on a complex terrain like you might see in a real project, it will make the clouds very slow to render. You can fix this by baking the terrain into a heightfield and using a Heightfield Shader as the source of the cloud altitude offset (Tangled-Universe setup) or warper (WAS setup). It's a few extra steps but it makes it practical to use with many kinds of terrain.
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