My 1st Terrain

Started by motogp, June 09, 2009, 08:40:23 AM

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motogp

This is my 1st try on Terragen and this is what i have accomplished  ;D
"The more you mess with it (software) , the more you learn"

rcallicotte

Not bad.  The atmosphere needs to be clearer, I think.  What did you use for your terrain - a photograph?
So this is Disney World.  Can we live here?

EoinArmstrong

Nice use of fakestones - I agree the background atmo could be a little less thick - but a great start :)

motogp

Quote from: calico on June 09, 2009, 08:45:55 AM
Not bad.  The atmosphere needs to be clearer, I think.  What did you use for your terrain - a photograph?

You mean for refrence?.Nothing, just pure imagination  :)
Thanks for the advice ^^ i'll do my best on the next one
"The more you mess with it (software) , the more you learn"

motogp

Another one  ;D
Also i need some help if u can help me ^^.I wanted to know how to increase the quality of my terrains so that they look more photo-realistic and also how should i add more lively colors to it??
"The more you mess with it (software) , the more you learn"

EoinArmstrong

#5
I guess photorealism is down to lighting (and a little is down to atmo).  Using 2 enviro lights is often recommended, 1 set to GI the other to AO.  Dip your sun a little.  Others change the background shader from a constant to a default with luminosity, and play with the colour sliders in there to make sure your sky isn't too bright - also play with your sun strength.  In your pics I think you need to reduce haze and haze glow.

Regarding terrains, you can get some great ones out of playing with fractal noises.  I haven't played too much with T2's own heightfields, as I prefer to use World Machine 2 Pro.  I'd recommend this app - it's erosion algorithm is fantastic, if a little slow.

At a very basic level, you add colours by selecting Shaders and creating Surface Layers and Child Surface Layers.  By default these are distributable by height, slope and fractal noise (many settings in many tabs here!) - this is often enough to produce realistic distribution.  You can also use a painted shader by manually 'painting' exactly where shaders or populations should go.

Anyhoo - you'll prob have a lot of playing with controls to do, and perhaps reading the documentation and support/general discussion topics may help.  The forums are text-searchable, so go nuts.

Have fun!

Eoin.

Phylloxera

Very realistic this ground, beautiful atmosphere, perhaps a little too many stones which on the other hand are successful!

Henry Blewer

I nearly always use just the Global Illumination and one sunlight. I do move the sun around and change the angle, it depends on what I need to illuminate. When the sun gets close to the horizon, the atmosphere gets noisy, or grainy. Increase the atmosphere samples. 64 is almost always fine, 128 is the max I would use (render times increase dramatically after 64)
When to start adding shaders to the landscape, think about how the colors/shaders layer. Rock(steep hill sides), sands, grasses, then fake stones, etc; I give each type its own surface layer. Slope controls can be used to keep the layer from overpowering the previous. I use altitude for strata color changes. Like the Grand Canyon.
Read, read, read. While you are rendering, check the docs and the forums. There is tons of information on nearly every feature of T2. Good landscaping!
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

motogp

#8
QuoteI guess photorealism is down to lighting (and a little is down to atmo).  Using 2 enviro lights is often recommended, 1 set to GI the other to AO.  Dip your sun a little.  Others change the background shader from a constant to a default with luminosity, and play with the colour sliders in there to make sure your sky isn't too bright - also play with your sun strength.  In your pics I think you need to reduce haze and haze glow.

Of course but also it has to be a little with terrain also right? since if i dont make it nicely and dont detail it nicely its gonna look a bit weird with a good atmo and lightning.But i will see to it in my next render (tommorow or day after) that i should give more concentration to my atmosphere and lightning!.
Thank you for your counstructive help :) appreciate it

QuoteWhen the sun gets close to the horizon, the atmosphere gets noisy, or grainy
Yes thats the same case i have in my other WIP.So i should distance the sun from the horizon to reduce noise and grain levels.Right-O =)

QuoteWhen to start adding shaders to the landscape, think about how the colors/shaders layer. Rock(steep hill sides), sands, grasses, then fake stones, etc; I give each type its own surface layer. Slope controls can be used to keep the layer from overpowering the previous
I havnt gotten down to this much detailed level but i shall read the documentation and see to it if i can implement it in my up-coming terrains.Your help is very much appreciated.

Quote from: Phylloxera on June 10, 2009, 08:08:11 AM
Very realistic this ground, beautiful atmosphere, perhaps a little too many stones which on the other hand are successful!
Thank you ^^
Thank you all again for your help.Will do my best on the next one.Keep a lookout and thanks again
Regards  ;D
"The more you mess with it (software) , the more you learn"

rcallicotte

Start here - http://www.planetside.co.uk/wiki/index.php/Using_Terragen_2
and then
go here - http://forums.planetside.co.uk/index.php?topic=2287.0

Once you go through these tutorials, come back here with your new terrain.  Your atmosphere needs to be de-fogged by using less Haze.  Maybe this is something you could improve, after reading the documentation and tutorials.
So this is Disney World.  Can we live here?

motogp

Quote from: calico on June 10, 2009, 08:48:33 AM
Start here - http://www.planetside.co.uk/wiki/index.php/Using_Terragen_2
and then
go here - http://forums.planetside.co.uk/index.php?topic=2287.0

Once you go through these tutorials, come back here with your new terrain.  Your atmosphere needs to be de-fogged by using less Haze.  Maybe this is something you could improve, after reading the documentation and tutorials.


Ay ay =)  :P
"The more you mess with it (software) , the more you learn"

Henry Blewer

Take a look at this one I did some time ago. It only uses two shaders for color only.

http://farm3.static.flickr.com/2184/2706596710_3ba8877937_b.jpg

It's called Sunrise on Hain. I like Ursula LeGuin's books, Hain is referred to by her in several books. Anyway, this pic is all about lighting. I think it may be a good example, even with the strange colored sky.
http://flickr.com/photos/njeneb/
Forget Tuesday; It's just Monday spelled with a T

motogp

Quote from: njeneb on June 10, 2009, 09:47:45 PM
Take a look at this one I did some time ago. It only uses two shaders for color only.

http://farm3.static.flickr.com/2184/2706596710_3ba8877937_b.jpg

It's called Sunrise on Hain. I like Ursula LeGuin's books, Hain is referred to by her in several books. Anyway, this pic is all about lighting. I think it may be a good example, even with the strange colored sky.

Looks good, i guess a bit tweaking with the colors and getting some more rays out of the sun will make the terrain look great =D
"The more you mess with it (software) , the more you learn"

rcallicotte

That tutorial by Volker was such a turning point for me and many others.  It's just about priceless.
So this is Disney World.  Can we live here?

dandelO

QuoteThat tutorial by Volker...

Agreed, Calico. That thread done so much to make loads about TG, not just power fractal shaders, but basic TG terminology/settings/descriptions/uses for entirely other stuff/etc. clear to me aswell.
The power fractal shader is your friend, forever! And so is Volker Harun for the gift. ;)