View Full Version : Terragen2 will rock your socks ^^
Warning: all following pictures are done with an alpha version of Terragen 2. A lot of improvements will come with the final version.
You can see other TGD alpha pictures dones by beta-testers team members: Olivier Cousinou, Markus Gann, Oshyan Greene and Karsten Keppel.
NB : les images suivantes sont faites avec une version alpha de Terragen 2. Beaucoup d'améliorations seront présentes dans la version finale.
Vous pouvez voir plus d'autres images faites avec TGD alpha sur les sites des membres de l'équipe de beta-test : Olivier Cousinou, Markus Gann, Oshyan Greene et Karsten Keppel.
http://lucbianco.free.fr/tgd_index.html
|
|
Veehoy
04-28-2006, 01:41 PM
Consider my socks as rocked :eek: :eek: :eek: :eek: !
Edit: Any release date?
poly-phobic
04-28-2006, 01:48 PM
ditto.
will they change the interface/UI ?
It does plant life and volumetric clouds now? Wow!
pixelmonk
04-28-2006, 02:01 PM
just wait.. there's more :)
Steve Green
04-28-2006, 02:12 PM
That's looking lovely - any idea if the vegetation can be animated (e.g. trees in the wind) or are they static meshes?
Thanks,
Steve
I would like to see how this looks in motion (sea, sky, mountains).
Looks really impressive, but skies can be improved.
Genneraly anti aliasing looks not finished yet, but some of the images are
really amazing - photo real.
Looking forward to release.
Any information about price etc.
Als
Trenox
04-28-2006, 03:21 PM
While i can see how applications like these can be a godsend in largescale productions, generators in general just makes me plain sad..
emptyvoxel
04-28-2006, 04:30 PM
Those are some awesome images. I could see this as being very useful not just for creating environments, but also for creating custom HDRI. That doesn't make me sad at all... a bit happy in fact.
~e
Steve Green
04-28-2006, 04:54 PM
It's going to be very interesting to see how far the support for custom geometry extends.
For example, it looks like the instancing would be great for large cities but it's a bit unclear how much control you have over the distribution and relationship between the instanced objects.
It would be great to be able to paint a distribution map, like marking out an area which is skyscrapers, another is low-rise residential, another is an industrial area. It would be even better to have some way of procedurally creating road systems.
There have been a few siggraph papers on this kind of thing, but it doesn't seem to have developed into anything that's widely available.
- Steve
pixelmonk
04-28-2006, 05:26 PM
I would like to see how this looks in motion (sea, sky, mountains).
Looks really impressive, but skies can be improved.
Genneraly anti aliasing looks not finished yet, but some of the images are
really amazing - photo real.
Looking forward to release.
Any information about price etc.
Als
due to it being an alpha, it's not optimized for speed, therefore any increase in samples for antialiasing increases the render times drastically.
arctor
04-28-2006, 05:27 PM
It's going to be very interesting to see how far the support for custom geometry extends.
For example, it looks like the instancing would be great for large cities but it's a bit unclear how much control you have over the distribution and relationship between the instanced objects.
It would be great to be able to paint a distribution map, like marking out an area which is skyscrapers, another is low-rise residential, another is an industrial area. It would be even better to have some way of procedurally creating road systems.
There have been a few siggraph papers on this kind of thing, but it doesn't seem to have developed into anything that's widely available.
- Steve
Houdini is nice for this kind of thing:
http://odforce.net/forum/index.php?showtopic=3156
you can paint attributes and use those values to control all kinds of things like building type etc etc
pgp_protector
04-28-2006, 05:40 PM
Any post editing in these ?
Or are these the final outputs ?
ktxed
04-28-2006, 05:58 PM
the alpha pics are very nice..t2 evolved pretty nice
can't wait the final rls. :)
HellBoy
04-28-2006, 06:01 PM
am big fan of that program, can't wait for it too
CupOWonton
04-28-2006, 06:12 PM
Terragen and TG2 are good for composited work, but as stand alone landscape generators and renderers, theyre just primative, stale, and booring.
Have they stated weither or not TG is actualy using a GI system for light calculation or are they just using global infinite light sources and ambience?
rootdown
04-28-2006, 07:16 PM
Edit: Any release date?
Yeah, I wanna know when's it due out.
pixelmonk
04-28-2006, 07:37 PM
Terragen and TG2 are good for composited work, but as stand alone landscape generators and renderers, theyre just primative, stale, and booring.
compared to what Bryce? Mojo? What are you basing your argument on? Have you used TGD (not TG2, as there isn't such a beast). Are you in the alpha (being sarcastic as I know the answer)? Also, what's wrong with composited work? Scared to do more than one thing at a time? To bring things together in another program and have it look good? Poor fella.
CupOWonton
04-28-2006, 07:48 PM
compared to what Bryce? Mojo? What are you basing your argument on? Have you used TGD (not TG2, as there isn't such a beast). Are you in the alpha (being sarcastic as I know the answer)? Also, what's wrong with composited work? Scared to do more than one thing at a time? To bring things together in another program and have it look good? Poor fella.
Ive used TG, and I've also seen the best TG artists on the net. The difference between their work and TG is the fact they do a lot of editing, compositing, and work to their renders. Even notified one guy his work was being used in a PC magazine without his permission.
TG alone is just stale landscapes and sky with water. They can look nice, but they arent realy what I would consider creative art till some real work is actualy done to them. Fractal noise and some switches dont make art.
Where the hell did I say anything was wrong with composited work? I said the complete opposite. They are good composited, but without that extra work, they are stale and booring, where in there did I say the composited work was the bad part?
csven
04-29-2006, 05:16 PM
I'm admittedly fixated on the overhangs. Any explanations forthcoming?
Walli
04-29-2006, 06:12 PM
The difference between their work and TG is the fact they do a lot of editing, compositing, and work to their renders.
so actually they do almost exactly the same, that every user of Maya, Max, Cinema and co does - editing, compositing and retouching afterwards.
Before I clicked the link, I was ready to be underwhelmed by the results simply because TG2 seemed to have been in development for an eternity... but I gotta say, the images look very good.
Ofcourse that is assuming that it didn't take 100000 hours to produce or render them. You can use the simplist program and if you put enough time/effort into it, can create amazing results.
I am very happy to see that vegetation has been added. Hopefully it is a well integrated/easily accessable feature, and not some tacked on after thought.
charleyc
04-29-2006, 10:54 PM
...TG alone is just stale landscapes and sky with water. They can look nice, but they arent realy what I would consider creative art till some real work is actualy done to them. Fractal noise and some switches dont make art...
Yeah and guns don't kill people, people kill people. I saw on TV a man who thought he could make art with vomit. And some claimed it was. To me, landscapes made with this fractal noise and switches go a lot further towards art than that. But it just goes to show that art is always subjective.
I have been watching this product for some time and am quite anxious for its final release. This looks to be a powerful tool.
angel
04-30-2006, 01:15 AM
I'm looking forward to it. Those clouds are just beatiful.
Michael5188
04-30-2006, 07:11 AM
I was never a big fan of Terragen, I could always kind of tell when a terrain generator was being used, but these images are really impressive.
-I think I'm more impressed with the lighting and texturing than anything else in many of those scenes though.
Mr Moose
04-30-2006, 11:10 AM
I am very happy to see that vegetation has been added. Hopefully it is a well integrated/easily accessable feature, and not some tacked on after thought.Vegetation in those images are courtesy of xfrog. The last I heard on the subject is there are no plans to include vegetation generation natively from within TG2 (not for this version anyway) - though they aim to allow control over placement etc of imported objects. I believe the current thrust of their efforts is just to get a stable, well optimized release out - think current TG + the benefits of the new TGD rendering technology ie. procedural displacements, volumetric clouds, imported objects etc. Once this is done and they have a solid app with good foundations, then I believe in future versions they will look into what direction they wish to take it. Whether this will be before the rest of my hair falls out is anyone's guess! :eek:
There's more detailed info on their FAQ page - http://www.planetside.co.uk/terragen/tgd/tg2faq.shtml#faq23
:)
Vegetation in those images are courtesy of xfrog. The last I heard on the subject is there are no plans to include vegetation generation natively from within TG2 (not for this version anyway) - though they aim to allow control over placement etc of imported objects. I believe the current thrust of their efforts is just to get a stable, well optimized release out - think current TG + the benefits of the new TGD rendering technology ie. procedural displacements, volumetric clouds, imported objects etc. Once this is done and they have a solid app with good foundations, then I believe in future versions they will look into what direction they wish to take it. Whether this will be before the rest of my hair falls out is anyone's guess! :eek:
There's more detailed info on their FAQ page - http://www.planetside.co.uk/terragen/tgd/tg2faq.shtml#faq23
:)
Well that is good - but disappointing - information right there. For the amount of time that it has taken TG2 to come out, I really would have expected vegetation to be fully integrated into the release.
Oh well - still interested in messing around with it.
Mr Moose
07-12-2006, 01:58 PM
They've added a bunch of previously unseen TG2 alpha images to the gallery - http://www.planetside.co.uk/gallery/f/tg2
:)
bobzilla
07-12-2006, 02:23 PM
Those pics look pretty amazing. I can't wait until they release it.
Everyone seems to be having very long gestation periods with their next software releases lately!
They've added a bunch of previously unseen TG2 alpha images to the gallery - http://www.planetside.co.uk/gallery/f/tg2
:)
Which pictures are they? The first ones in the gallery are the ones posted at the start of this thread and the last images have a 2004 copyright notice?
CupOWonton
07-12-2006, 02:57 PM
They need to integrate a system for rendering TG information on other renderers with different lighting abilities because the lighting in TG is horrible for individual objects.
You can get away with rendering landscapes with a direct light and an ambient light, but it doesnt look good on all the individual objects, makes em look flat.
I WOULD like it if 3dsmax was able to render as many poly's and especialy clouds.
Mr Moose
07-12-2006, 03:08 PM
The pics from the link at the beginning of the thread are from one tester's gallery - some of his pics also feature in the official Planetside gallery which has just been expanded to include contributions from other testers.
As for the 2004 date... well, TG2 has been in development for a long time.
CGTalk Moderation
07-12-2006, 03:08 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.