Terragen 3 Wishlist - Ghosts of TGD Past, Present, and Future.

Started by Upon Infinity, December 30, 2013, 03:56:30 PM

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jaf

A repeat, but seeing a few people other than me sometimes have problems keeping an object or population selected for moving, etc.......
Why can't  this be done:

[attach=1]

Check the box and whatever is selected (or new selection) will stay locked until you make another selection.   Probably rather than a checkbox, just "greyed out" text when the lock is on and toggles back to regular text when off.
(04Dec20) Ryzen 1800x, 970 EVO 1TB M.2 SSD, Corsair Vengeance 64GB DDR4 3200 Mem,  EVGA GeForce GTX 1080 Ti FTW3 Graphics 457.51 (04Dec20), Win 10 Pro x64, Terragen Pro 4.5.43 Frontier, BenchMark 0:10:02

Kadri

Quote from: jaf on January 07, 2014, 12:26:43 PM
A repeat, but seeing a few people other than me sometimes have problems keeping an object or population selected for moving, etc.......
Why can't  this be done:
[attach=1]
Check the box and whatever is selected (or new selection) will stay locked until you make another selection.   Probably rather than a checkbox, just "greyed out" text when the lock is on and toggles back to regular text when off.

Interesting actually!

mhaze

Good idea there are occaisions when this would be useful

Cyber-Angel

If your amiable (In Principle) to zbrush/ mudbox integration: the most logical application after that in terms of industry exposure and a development team known of collaboration would be the Foundry/ Luxology application Modo maybe contacting Brad Peebler and working on a way to leverage what Modo can bring to the table (It even supports displacement and has a development API) would be some thing for future consideration, if it is not on the road map already.

Regards to you

Cyber-Angel         

mhaze

My most wanted feature is a square and a crystalline noise.

Tangled-Universe

If I consider the type of stuff I make, the quality I'm after and the volume I produce then faster rendertimes are nice, of course, but not that super-important to me anymore.
I don't mind rendering hours or over a day for a full HD still.
I want photographic results and it's especially that niche Terragen tries to fill in, creating large scale photographic CG landscapes.
Which it does pretty well by the way, except for some situations. I find that most of the rendering time is consumed by vegetation and water...

Therefore I'd really really like to see a bi-directional path tracer or any kind of 'modern' raytracer instead of the current relatively quite inferior raytracer.
(Multiple) Importance Sampling in combination with path tracing / advanced ray tracing is what every commercial renderer uses and/or aims for these days. See the last "Current state of rendering" at FXGuide: http://www.fxguide.com/featured/the-state-of-rendering/
Terragen has to follow this trend, or I should perhaps better say I hope they will follow this trend at some point to keep the visual quality competitive or up to par with the output of most other renderers used in the industry. Well, that could be a possible motivation for Planetside.
For me it's the possibility to render more photographic looking vegetation and possibly allowing for more advanced shading effects, like SSS or more photographic looking water. TG's water lacks that glossy wet look, to me it looks like reflective wrinkled metal foil.
Perhaps an improved raytracer or path tracer would also allow for real(istic) refractions and volume effects in the water.
Also GI/ray detail is quite low in TG. Render a dense forest from distanec with GI 8/8/4 with plenty atmo samples and AA16 full, then open EXR in Photoshop and the shadows are pitch black = no GI + still quite noisy vegetation despite the vast number of AA samples.
Modern renderers use these much more wisely/effective and efficiently.
(a partial solution is rendering at at least quadruple size)

Anyway, that's quite a long story for a single, but not the least by far, wish of a modernised ray tracer and GI solution.

Quote from: mhaze on January 13, 2014, 06:16:33 AM
My most wanted feature is a square and a crystalline noise.

One or two more noisetypes would be useful, although you can do quite a few things already, but a more square-like noise could be handy for rocky stuff.

Crystalline noise? Sounds a bit like a voronoi-like noise? Do you have an example?
Square noise is also a voronoi noise, but then with Manhattan distance function.
There's plenty of (pseudo)code available on the net, so shouldn't be too much of a challenge technically.
It's a matter of priorities as well of course.

Surface-wise and if it were for me to say then I'd like to see something more directly controllable, almost sculptable and with volumetric surfaces allowing for arches and what not.

Like with these wishlisht topics the wishes are kind of endless and so is the variety of the wishes, so definitely not the easiest topics for Planetside to filter through!

Cheers,
Martin

mhaze

Crystaline noise - a 3d noise say multiple sided coming to a point like a crystal or just voronoi with a number of sides option but sharp edged. Hope you get the idea :o

engineer

As far as I remember there was once a PDK announced.
I'm pretty sure that the ability for plugins would trigger the creation of a lot of them and by that "solve" the issue with getting wish lists into reality.
Personally I would also like to get a better support for macros which was discussed several times as well.
I'm sure that increasing the flexibility of Terragen by adding these features would lead to a hell of user created plugins, add-ons and macros.

Related to documentation I have to say that the current status is pretty good. The Wiki contains roughly everything to start with Terragen and the rest one needs to figure out by experiments. Now that the render speed is much more acceptable and crashes are fairly rare, experiments are not really boring anymore.
However, one wish I have: couldn't the data types used and the data streams be described really in detail?
What I'm looking for is a description like part of an interface spec...

Regards & all the best
Engineer

sirio

I'd like to thank Oshyan for the interesting insights and thoughts. I believe the approach to future releases is very mature and I really appreciated the way plantside is moving ahead.
I just wanted to give me 2 cents for the wishlist (I didn't find the items in my list in this thread, but please forgive me if I overlooked):

1) GPU rendering (using the processing power of the graphic card)
2) possibility to lock a camera or cloud/other element (simple but VERY useful feature for multiuser works. Password protected elements would also be great)
3) rendering cropped areas at full render resolution. This would be excellent to allow very flexible creation of sub-images to compose VERY large final images (outside TG).
4) better ortographic/spherical camera features. As far as I've seen, today is not optimal and maybe incomplete

sirio

gregsandor

--  Ability to minimize, close, or otherwise hide the tree-view on left side of screen so I can use the whole width of my screen for the network and preview windows.

Quote from: gregsandor on April 29, 2008, 07:16:26 PM
I agree with Reck, and would add that I want to be able to fill my screen with the 3d Preview window and the node network; I never use the hierarchy menu but the ability to use my entire workspace would be a great help.

--  Graded transparency in shaders without having to use a water-shader workaround.

Quote from: gregsandor on December 08, 2008, 01:30:02 PM
Have any of you been able to get a good glass shader for cars and planes?  When I set transparency on a shader it is either on or off; I want to show the canopy of my plane but haven't found the right settings yet.  I'm now using a water shader.

--  Displacement on raytraced objects.

Quote from: Oshyan on April 14, 2010, 05:53:46 PM
It's not likely that a fix for this will make it into the next update, but we certainly intend to address it in the future. ...
- Oshyan

--  Terrain model stats in TG3.
I still often open terrain models in the original Terragen just for the purpose of getting the point count, meters per pixel, altitude range and total size.  It would be convenient to have these values visible in the Heightfield Shader dialogue.

---   Add the ability to lock the location of an object.  In scenes with lots of models, it is too easy to accidentally move one when you mean to grab another.

--   I like being able to hide the camera model but also want to hide the frustrum lines, same for bounding boxes and axes of terrain and models.  Once a scene starts really building up it gets too cluttered to see what I'm working on.


Bjur

Something little, but very helpful comes into my mind as I went several times in time cost trouble because of it the last weeks..

If this was mentioned before and I've overseen it, I have to apologize and the chance I'm doing something wrong generally is also there..

I would like if there would be an automatism, which deactivates the mask function of a influenced shader, everytime a influencing function or masking shader gets deactivated or deleted.

I hope you know what I mean..

Sometimes you work with personal alpha like area masks or a just simple shape shader e.g., which may influencing previously a lot of other shaders, not just one shader.
By deactivating the masking shader, the masking function in all influenced shaders stay checked - at least for me, and ends up in not wanted results.. :/

I have to disable all masking functions in every influenced shader manually.

Also, when I copied some shaders from one project into another (which were influenced by a masking shader previously), they end in a "working" scene.
Problem is you just get the result of a destroyed scene after closing your project and when you open it again, then parse error lines and stuff will hit you and the scene isn't usable anymore.

Maybe it's just me and my sciolism, again, then I have to apologize!
~ The annoying popularity of Vue brought me here.. ~


Matt

Quote from: sirio on January 17, 2014, 02:15:18 PM
3) rendering cropped areas at full render resolution. This would be excellent to allow very flexible creation of sub-images to compose VERY large final images (outside TG).

There isn't an option in the GUI, but this can be done if you run Terragen with the -cropoutput command line option. From the command line documentation (in the docs folder on Windows or the Documentation folder on the Mac):

Quote
-cropoutput
Crop the output image(s) to the dimensions of the rendered region (defined by "crop region" and/or -tilex, -tiley), i.e. do not pad to the full image dimensions.

This works for automated renders from the command line and it also works for any render you do from the GUI if the program was started with that command line switch. If you create a batch file or shortcut that runs Terragen with the -cropoutput argument then all your renders will be saved like this. The Render View still displays the full width and height though.

On Windows, create new Batch file (a text file with the filename extension .bat), and edit it with the following:


.\tgd.exe -cropoutput


Put the .bat in the same folder as tgd.exe.

Matt
Just because milk is white doesn't mean that clouds are made of milk.

PabloMack

I use the graph editor extensively in Lightwave and I was happy to see the curve editor in TG2 when it came out. Correct me if I am wrong but it seems that in the TG curve editor you have to either select linear or TCB for the whole curve. You can't select the mode for individual keys. Also, the Lightwave graph editor allows you to loosen or tighten the effect of each key so that you can adjust whether the curve happens upon entry to the key or as it exits (or anywhere in between). I recall that, in Maya(?), this is done with some handles sticking out of the key's node. In Lightwave it is just a continuous parameter that varies from -1 to 1. It would be nice to be able to have this adjustment on a per-key basis as some curves go too far in one direction in preparation to be in-line to be moving toward the next key upon exit from the previous key. I have been using additional keys in an attempt to tame some of the wild motion that happens when using TCBs.

jo

Hi,

Quote from: PabloMack on January 21, 2014, 10:41:47 PM
I use the graph editor extensively in Lightwave and I was happy to see the curve editor in TG2 when it came out. Correct me if I am wrong but it seems that in the TG curve editor you have to either select linear or TCB for the whole curve. You can't select the mode for individual keys. Also, the Lightwave graph editor allows you to loosen or tighten the effect of each key so that you can adjust whether the curve happens upon entry to the key or as it exits (or anywhere in between). I recall that, in Maya(?), this is done with some handles sticking out of the key's node. In Lightwave it is just a continuous parameter that varies from 0 to 1. It would be nice to be able to have this adjustment on a per-key basis as some curves go too far in one direction in preparation to be in-line to be moving toward the next key upon exit from the previous key. I have been using additional keys in an attempt to tame some of the wild motion that happens when using TCBs.

Yes, your assumptions about how things work are correct. We have improvements planned for the curve editing.

Regards,

Jo