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Backgrounds et al.
Backgrounds et al.
Started by N-drju, June 26, 2014, 02:51:36 AM
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N-drju
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Posts: 2,264
"Original charattr, please do not steel."
Location: Poland
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Backgrounds et al.
June 26, 2014, 02:51:36 AM
Hi,
I'd like to know how to get backgrounds working in TG. By this I mean a little bit complicated images like, say, some space sunsets, nebulae and suchlike pictures. One thing I know is that it probably requires some really high resolution images, right?
Also, could you please direct me to some comprehensive guide on voronoi cracks/shader?
Specifically, I'd like to use it as a blending shader for objects and to make clouds more varied.
"This year - a factory of semiconductors. Next year - a factory of whole conductors!"
Dune
Fluent in Terragen
Posts: 20,074
Location: Netherlands
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Re: Backgrounds et al.
#1
June 26, 2014, 02:55:44 AM
I suggest using the search function above an check all older threads with some keywords; lots and lots of information there. Tgd's as well. Study, cut out what you need, rearrange and put in your own tgd. That worked for me.
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N-drju
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"Original charattr, please do not steel."
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Re: Backgrounds et al.
#2
June 26, 2014, 03:17:07 AM
Hm, yes, but as far as voronoi is concerned I'd especially like to know what should I put into "scale" and "seed" boxes. Or am I supposed to just enter numbers there...?
"This year - a factory of semiconductors. Next year - a factory of whole conductors!"
Dune
Fluent in Terragen
Posts: 20,074
Location: Netherlands
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Re: Backgrounds et al.
#3
June 26, 2014, 06:57:58 AM
scale is the size of the cells in meters, seed gives you another randomness. Be sure to use 'get position in texture' if you want to warp or move the voronoi.
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N-drju
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"Original charattr, please do not steel."
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Re: Backgrounds et al.
#4
June 27, 2014, 01:51:26 AM
I'm absolutely in the dark here. Tried to read something on voronoi here but all info is godawful chaotic. I also tried to plug different shaders, functions and other stuff into "scale" and "seed", then trying to use it as a blending shader for populating bushes but it just didn't work.
I'll have a try yet with dandelO's cloud and cracked ground shaders. I know Martin did experiment with that a little.
"This year - a factory of semiconductors. Next year - a factory of whole conductors!"
Oshyan
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Re: Backgrounds et al.
#5
June 27, 2014, 02:18:38 AM
Try the Voronoi noise variant in the Power Fractal, it's easier to get started with. The Function Node variant requires knowledge of how function nodes work.
- Oshyan
Dune
Fluent in Terragen
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Location: Netherlands
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Re: Backgrounds et al.
#6
June 27, 2014, 02:49:42 AM
Last Edit
: June 27, 2014, 02:51:39 AM by Dune
Try this, just quickly set it up for you. If you click the little square, you can easily see what happens in the last shader when changing parameters.
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N-drju
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"Original charattr, please do not steel."
Location: Poland
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Re: Backgrounds et al.
#7
June 27, 2014, 07:45:51 AM
Great. Thanks. I'll check that out once I get back from work. I just hope that voronoi noise can be easily created and I won't need to create mile-long node network to get it working. I might be wrong of course...
"This year - a factory of semiconductors. Next year - a factory of whole conductors!"
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Backgrounds et al.
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