Software Used Pre / Post Terragen 2

Started by rcallicotte, February 28, 2011, 03:39:46 PM

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What main 3D software do you use with Terragen 2?

Maya
3 (8.8%)
3D Studio Max
4 (11.8%)
Cinema 4D
1 (2.9%)
Lightwave
6 (17.6%)
Modo
2 (5.9%)
Blender
8 (23.5%)
Softimage
2 (5.9%)
Other (let us know)
8 (23.5%)

Total Members Voted: 34

rcallicotte

Some of you use 3D modeling software with TG2 exports, etc.  I'm curious which 3D software is primarily used here.
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Hetzen

3d Studio Max. There's a good 3rd party plugin that exports cameras between the two apps. Also, I can read a .ter from TG in Max, again with another 3rd party plugin.

Zairyn Arsyn

before i knew about terragen classic i used create landscapes with LW, it was nothing compared to what i do now with Terragen.
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inkydigit

I use Blender to fix/mod/convert objects before I use them in TG

dandelO

#4
I don't own any of those packages(well, I do have Blender but I can't use it, such a convoluted UI that I've never managed to work out), I find that TG will usually be the final app' I use for output so the other softwares actually all need to fit in with that, instead of the other way around, I simply could not do most of the stuff I can do with TG in any other application, so powerful is it, full stop.

I don't see TG as being a program that I need to export much from, since the functionality and the renderer is so good. This would only be the point of view of the simple hobbyist renderer that I am, though.

I do understand that many others need to set up a workflow that passes between packages easily to fit into their ways of working.
I voted 'other'. Because, my needs are basically to get things into Terragen with as little effort as is possible.
The softwares I use for this would be chiefly; Carrara>>Poseray>>TG. In that order. While Carrara isn't usually listed in things like this, being a somewhat minor used application on the whole, it's an extremely powerful application, with many great features, like particle/hair/volumetric simulators, animation capabilities and also a fantastic renderer, with many extra features than other packages I've used or trialled has/has not. All that it's missing is TG2's procedurals, in fact, in my opinion.

I realize you're probably looking here mostly for users who would use these big-end app's in an integrated commercial pipeline but here's just my tuppence worth as a TG hobbyist enthusiast. Hope it's not deemed as useless input.

*Edit: After TG has finished its work, I'll use PS for any post-work that's required.(just saw Lane's post below and thought it best to add it here, too)

Zairyn Arsyn

i use gimp/photoshop/lightwave 3d for post-work
WARNING! WIZARDS! DO NOT PREDICT THE BEHAVIOR OF OTTERS UNLESS YOU OBEY BIG HAPPY TOES.

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dandelO

On the side(sorry Calico), what can you do in LW as post work? I always thought it was more an integrated 3D app for rendering and 3D modeling, I've never used it before, though, so...

Zairyn Arsyn

the LW layout program can be used for postwork, i'm not sure if any other LW users using like i am.

lens flares, photographic film filter effects, hyper-voxel/particle effects.

i used it for my Dark era renders.
WARNING! WIZARDS! DO NOT PREDICT THE BEHAVIOR OF OTTERS UNLESS YOU OBEY BIG HAPPY TOES.

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otakar

For me, Terragen is the end point, other than image adjustments. PRE is Poseray as needed, sometimes Topmod and Ivy Generator

jaf

LW and Poseray for pre-TG2 (object modeling) and PS post (to try to hide some of my mistakes due to a lack of skill with TG2.:D)
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goldfarb

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inkydigit

for postwork i use PS or for quick fixes i use Preview(mac)

ajcgi

Softimage and Nuke. We have handy scripts for getting TG stuff in and out of Softimage which is good for creating colour correction mattes and so on, integrating out own geometry and the like.
I'm contemplating getting my own license at home which would be used with After Effects for post work.

Henry Blewer

It would be great if Blender objects could be used straight from Blender. The .blend format is opensource, I think...
Of course the object would have to be resurfaced if Blender procedural textures were used, but the UV maps should not be a problem.
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rcallicotte

Wow, this is fascinating.  This isn't meant to prove anything, except to see what people are doing outside of TG2 (export or import) to better understand everyone's work-flow.  It might even help Planetside to see what we're doing.
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