Terragen Tips and Tricks: Difference between revisions

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=== Waterfalls ===
=== Waterfalls ===
[http://forums.planetside.co.uk/index.php?topic=4922.msg72258#msg72258 From water] - The finished .tgd on waterfalls, located in dandelO's Public Library thread at Planetside Forums.
[http://forums.planetside.co.uk/index.php?topic=4922.msg72258#msg72258 From water] - A demonstration shared .tgd on waterfalls, located in dandelO's Public Library thread at Planetside Forums.
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[http://forums.planetside.co.uk/index.php?topic=6454.msg68227#msg68227 From clouds] - a method of creating waterfalls from cloud objects with a painted shader.
[http://forums.planetside.co.uk/index.php?topic=6454.msg68227#msg68227 From clouds] - a method of creating waterfalls from cloud objects with a painted shader.

Revision as of 00:56, 14 October 2009

Render settings recommendations

Some tips on how to optimize your render times and quality thanks to Oshyan.

Ideas on how to make caves

Few ideas in this post of how to do caves. dandelO found using a plane object with a crater shader rotated, and Seth uses canyons converging

Waterfalls

From water - A demonstration shared .tgd on waterfalls, located in dandelO's Public Library thread at Planetside Forums.
From clouds - a method of creating waterfalls from cloud objects with a painted shader.

Redirect and Warp Shaders

Details about how they work with displacement. http://forums.planetside.co.uk/index.php?topic=7035.0

Converting xFrog Trees and Plants in TG2 to TGO

When the xFrog plant or tree is not in the TG2 native format of TGO, then this will help you transform that object for use in Terragen 2.


1. Take the LWO xFrog tree and all associated files into PoseRay.
2. The branches are all adjusted by setting the UV for each to Cylindrical and x=0, y=0, z=1. Weld UV Coordinates is checked.
3. Hit update under UV for each branch changed in #2.
4. Go to each Material in Basic Texture Properties and make sure that the TIF files are used as the Bump Maps for all.
5. Go to each leaf Material in Basic Texture Properties and make sure that the TIF files are used Transparency Maps; invert mapping is unchecked.
6. Make sure under Material / Finish that the Metallic check-box is unchecked.
7. Hit update under Basic Texture Properties for all changes in #4, #5 and #6.
8. Export object as an object file.
9. Bring into TG2 and adjust any changes that didn't go through, like displacement maps or Alpha maps.
10. Under the Opacity tab, make sure that for each texture associated with that leaf, that it has its Opacity set for 1, that it has the appropriate TIF file and that it has Use Alpha Channel checked.
11. Once everything is completed in TG2 for the object, save this new object as a TGO.