Forum: Vue


Subject: Terragen vs Vue

chippwalters opened this issue on Aug 20, 2007 · 115 posts


chippwalters posted Mon, 20 August 2007 at 6:00 PM

I've always been fascinated with the hyper-real look of Terragen renders. It's rare one sees the same in Vue, and I always wondered why. If you've never seen any of Luc Bianco's Terragen renderings, then you're in for a treat.

I grabbed one of his better renders, and attempted to re-create in Vue. Here's his most wonderful rendering (I've resampled it down to 800 pixels wide to fit within forum guidelines).

As you can see, it really is stunning in it's sharpness and accuracy. While not quite there yet, I have been able to duplicate a bit of the same qualities in Vue using a Standard atmosphere, and rendered out at the same original size (1024 x768) then resampled exactly the same way down to 800 pixels wide. The difference is the below rendering, while not as great as Luc's, only took 7 minutes on my 2 year old Sony laptop (Core Duo 1.8Ghz, 1GB RAM).

I've played around with the textures, and will continue this experiment to see if I can improve upon them-- especially the grass texture which is so fine in the Terragen render.

Comments welcome, Chipp

 


lingrif posted Mon, 20 August 2007 at 6:11 PM

You've done a terrific job.  That really looks like a Terragen render!

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agiel posted Mon, 20 August 2007 at 6:13 PM

Nice comparison.... it would be good to know how long the Terragen render took.

The short answer to your question (why the difference in quality) is that Terragen's quality comes at a price of very long render times.

It is possible to get to the samimilar levels of quality in Vue, but then again, at the cost of longer render times.

It is not possible to get the same results in both software simply because the render engines are different.


LMcLean posted Mon, 20 August 2007 at 6:20 PM

Chipp, You've done a beautiful job replicating his image. I've brought up this subject before and was told by a few that Vue can create the same amount of detail as a Terragen Render, but I still hink the Terragen renders are more detailed. That said, I have only dabbled in Terragen, but with T2 to be relaeased on Dec. 15, I might give it another try, but I don't think it will ever be as fun to use as Vue. Do you think it's just in the textures or do the meshes have a higher polygon count too? Your image has a little fog or haze which pushes the distant hills further back, while the top one looks somewhat flatter without the fog. What if you turn the fog to "0" so the front terrains are more clear and add more haze to keep the distant land so it looks further back. Just a thought. Overall a Very Realistic image! :)


chippwalters posted Mon, 20 August 2007 at 6:20 PM

Quote - The short answer to your question (why the difference in quality) is that Terragen's quality comes at a price of very long render times.

Yep, Agiel, I do understand that point. But, I believe I can create a very close approximation to a 'Terragen' look using the right materials and the correct render settings. And that's what this 'excursion' is all about.

My guess is Terragen has a very sophisticated anti-aliasing routine which maintains the 'noise' in the texture, while still providing for an aliased look to the overall image. I'm trying different rendering settings to see how close I can get to that. The big problem is Vue's default aliasing schemes, pretty much kill any fine texture in a faraway object.

Another guess would be Terragen animations would 'snap,crackle and pop' all over the place because of this anti-aliasing. There are certainly trade-offs.

 


chippwalters posted Mon, 20 August 2007 at 6:26 PM

Quote - Do you think it's just in the textures or do the meshes have a higher polygon count too?

Yep, I think it's 'in the textures' and the 'render settings.' The polygon count I doubt is an issue as Vue can do procedural terrains, and Terragen 0.9 can't. Furthermore, IMO, the mode of creating a scene in Terragen (look around) effectively obfuscates the majority of the polys in a terrain.

Quote - Your image has a little fog or haze which pushes the distant hills further back, while the top one looks somewhat flatter without the fog. What if you turn the fog to "0" so the front terrains are more clear and add more haze to keep the distant land so it looks further back. Just a thought. Overall a Very Realistic image! :)

LMcLean, good find. Actually there is really no fog/haze effect on the terrain on the left. The mat for the rear terrain was so poor, I decided to move it back a bit and use a little fog to create a sense of distance. I'll try and fix than in upcoming renderings. Stay tuned ;-)

 


bobbystahr posted Mon, 20 August 2007 at 7:24 PM

Well I have taken the other path because as old terragen did not allow import or support any vegetation it was always missing that worldly look Vue is so good at. With the advent of TG2TP we have been able to import .obj as well as a number of other formats I don't use, but Vue exports quite nice .3ds objects which also include the necessary alpha colour and bump maps as well so I have done some of those using Vue6INF PLE as I can really only afford free stuff[hence I don't have a TG license yet] and converted them to .obj in an app called POSERay that makes an .obj that TG2TP reads quite well. I think these 2 apps work quite well together as opposed to vs. each other.
Here are a couple of renders in TG2 with Vue objects imported as said.

http://www.renderosity.com/mod/gallery/index.php?image_id=1498989&member

http://www.renderosity.com/mod/gallery/index.php?image_id=1495177&member

and this one featuring Vue Carex grass clump

http://www.renderosity.com/mod/gallery/index.php?image_id=1430055&member

 

Once in a while I look around,
I see a sound
and try to write it down
Sometimes they come out very soft
Tinkling light sound
The Sun comes up again



 

 

 

 

 


langxueya posted Mon, 20 August 2007 at 10:43 PM

Terragen render's material is more good.

vue can get same effect,but it need yourself to do a complex material.

vue have no a good ready-made mountain material.

you need to pay for this  type of good material at some website.


bruno021 posted Mon, 20 August 2007 at 10:55 PM

Funny how Vue's fractals can be tweaked to every single parameter, but still can't look as good as TG's , which are the simplest around, and have only a couple of parameters to work on ( I'm talking about TG 0.9, not TG2TP) and the render times are not so high, I disagree on this. But as Bobby said, no vegetation in TG 0.9, and if you want to go the TG2 way, then you're in for a massive headeache, frustration, and long, long, long render times.
TG0.9 had cool plug ins for water, like shorelines and waves that Vue can do, but TG does it a lot faster. But the in new version these  plugins don't work anymore.
TG's renderer is fantastic, I agree, but when I see vegetation in the Terragen gallery, most of the times, I feel there is something wrong with the shading/anti aliasing/level of detail in the leaves, I dunno, but there is definitely something that isn't quite right with imported objects.



chippwalters posted Tue, 21 August 2007 at 1:15 AM

Here's another, IMO, better one. Still not quite TG, but getting there. I've improved the grass layers as well as some of the other layers. The terrain editor in Vue is tough to get a passable mountain. I took the Fog and Haze off of this one.

 


alexcoppo posted Tue, 21 August 2007 at 1:50 AM

Quote - The short answer to your question (why the difference in quality) is that Terragen's quality comes at a price of very long render times.

A long render in Vue is measured in hours; in TG2TP in hundreds of hours...

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dburdick posted Tue, 21 August 2007 at 2:32 AM

Terragen seems to have always had better noise reduction in their render engine - probably because they are using a second pass Fast Fourier type noise reduction transform as part of its rendering stack (I'm only guessing on this).  There are several inexpensive photoshop compatible noise reduction post processing tools which can produce exactly the same effect ( I use one called Neat Image).  Terragen can produce some very nice looking terrains, but it's a poor mans Vue IMHO because it doesn't have a high powered Veg solution or sophisticated atmospheric engine like Vue.  I've also heard that TG2 is exrcruciatingly slow.  Also, I wouldn't hold your breath on the Dec 15th release date.  They have been promising TG2 for the past 3 years.


chippwalters posted Tue, 21 August 2007 at 2:35 AM

The last rendering (above) took 3 minutes 20 seconds on a WinXP Intel Core 2 CPU 6600 with 2 GB's RAM. Have to say it HAD to be faster than the original Terragen one.

 


dburdick posted Tue, 21 August 2007 at 2:58 AM

Here's Chipp's Vue Image with the Neat plugin noise reduction applied to remove some of the high frequency noise:


chippwalters posted Tue, 21 August 2007 at 4:43 AM

Wow, that's great Dave. What are your Neat settings for that? It really makes a HUGE difference!

 


impish posted Tue, 21 August 2007 at 6:41 AM

One thing I noticed flipping back and forth between the TG image and the Vue image is that the water in the TG image appears to have less small noise in it's surface and lacks blurred reflection.  This gives the image a crisper look but is less realistic to my eye (although that may be because when I looked at the Mersey last Saturday it was choppy from the wind and messy from the heavy rain).

The other thing that strikes me is that I prefer your texture on the hills at lower altitude as it has more detail than the TG texture which is much of a muchness from top to bottom of the hills with only a small band of sand just at the water's edge.  The areas of grass on the TG texture seem larger to me and a slightly more vibrant green.  The vertical TG rock surfaces includes some sort of veins which may be in the model but I'm guessing it's the texture.  These give an appearance of fissures running up the rock's surface.

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dburdick posted Tue, 21 August 2007 at 8:37 AM

Quote - Wow, that's great Dave. What are your Neat settings for that? It really makes a HUGE difference!

 

I didn't save the settings, but I just clipped out the high frequency noises using the "Y" channel and adjusting it to taste.  The base image you created was already pretty clean to begin with.  By the way, I agree with Mark that your image is much more realistic than the the Terragen render. 


jpappas posted Tue, 21 August 2007 at 9:15 AM

Hey Chipp,

I haven't posted here in ages, but I wanted to jump in because this really caught my eye.  The way you've nudged the Vue render is really interesting.  You mentioned turning off haze and fog, and improving the grass layers and I can really see the difference there.  How did you improve the grass layer?

I agree that the most conspicuos difference is the Terragen render has that glass-like  smoothness to... just about everything.  Vue has that in the atmostphere and you've gone a good way to getting this in Vue's grass material too.

Keep it up!  It looks great so far!

-Jim


langxueya posted Tue, 21 August 2007 at 12:24 PM

material  still need to improve.
just go on.


chippwalters posted Tue, 21 August 2007 at 12:42 PM

Thanks all for the comments. One thing about TG is there never seems to be any indication of a model's scale. In all the renderings I've seen, that one thing stands out. Nothing to indicate just how far one is away from the objects being rendered. I believe this works to TG's advantage.

In Vue, the minute I add a tree or other scale defining object, the scene becomes totally different and loses some of it's intrique. I believe this is akin to 'viewer completion' in drawing, where lines are intentionally left off a drawing so that the viewer can complete the drawing, forcing the viewer to interact with it mentally, which for many creates a greater affinity for the drawing.

Perhaps TG does the same. Without scale, our mind tends to bounce around the scene, searching for something to indicate scale, but never finding anything. We are therefore more mentally involved in the image.

Or perhaps this is all just poppycock.

 


bruno021 posted Tue, 21 August 2007 at 12:46 PM

You're right, Chipp, there was no sense of scale in TG0.9, only the terrain size, which acted very differently from Vue. In Vue, whether the terrain is 256x256 or 4096, the terrain is the exact same size, it just has more definition.
In TG 0.9, a 4096 terrain  is 4 times larger than a 256 terrain, and of course has more definition.



chippwalters posted Tue, 21 August 2007 at 12:54 PM

Quote - How did you improve the grass layer?

Hi Jim,

Thanks for popping in. I used two layers to create the grass layer. The total terrain texture consists of 6 layers in order:

Surf Layer - a small very luminous fuzzy white (or very light) band at 3.5 meters absolute. This way I know to alway set my water plane at 3.5 and the texture will work, even if the terrain is tilted or resized. This layer will match the 3 material water layer I use so there's no distinct intersection between the terrain and the water. It is top because no matter what, I don't want to see the intersection.

Beach Layer - in this case a pebble-ized sand layer which comes up from the surf. It is second because it will overide any other grass or other layer which is coming down to the waters edge.

Cliff Layer - this is a ridged material which only appear on close to vertical surfaces and adds a stone like material with ridges.

Top Grass - a darker grass which 'fits within' the bottom grass and has an alpha layer.

Bottom Grass - mostly on horizontal or close to horizontal surfaces--doesn't extend to the top and has an alpha layer.

Base - a custom textured rock layer of my own which renders well enough by itself.

I use alpha channels and not transparency channels to create transparency in layers. I save transparency channels for use in Mixed Materials (which the water is).

HTH. Chipp

 


CobraEye posted Tue, 21 August 2007 at 12:55 PM

I think the vue render in comparision looks more CG & plastic. Terragen looks more realistic & like a photo.


attileus posted Tue, 21 August 2007 at 1:35 PM

I also asked myself how a free software (TG) can make the best (veggie free) landscapes available. I like the razor-sharp textures in TG; in your example Vue looks cheap compared to the TG render...but thankfully one can do so much more with Vue; the Neat-plugin works pretty well creating a sharper image.


chippwalters posted Tue, 21 August 2007 at 1:48 PM

I don't disagree, IMO, the Terragen one is still better. But of course, it's the one which I tried to duplicate, and not the other way around;-)

If I were to improve on the render I'd do the following:

  1. Fix the water...the chopped procedural water of Terragen has always looked CG to me, and is a dead giveaway it's a TG render;

  2. Add reflected light

  3. Add fog and haze

  4. For ultra-real, I'd have to add some vegetation. Another dead giveaway for the TG look is the lack of any scale defining element or vegetation.

I still feel Vue is only a couple killer mats away from creating renderings which equal Terragen. And I agree with Bruno, I've yet to see a Terragen2 render with 'veggies' which looks right.

 


Monsoon posted Tue, 21 August 2007 at 2:00 PM

Oh boy...another yummy thread..... Here's my contribution....**Using Terragen as a texture generator for Vue.
**
Ever since I first started with Bryce and Vue, I have used Terragen as my main texture generator for these apps. Except for a few photo driven mats, the majority of my earth mats use Terragen surfaces as their base.  There's just something about Terragen's fractal distribution of colors that really floats my boat.  I make a bunch of them in different color schemes...grays, browns, greens etc..and then use them either alone or as the base for more complex materials.

Here's how.....

Terragen:

  1. No need to make a terrain, the surface will appear by default on the flat plane. Make a surface....I usually start rather dark and add several gradually lighter child layers of roughly the same hue. Or, make it freaky...up to you. Tweak your distributions to taste. Tweak your bump to taste as well.

  2. Get rid of atmospheric haze and blue.

  3. Take the sun up a bit more towards 12 0 clock to get rid of most of the extreme bump shadow. Or leave it ....up to you.

  4. Place your camera where you want it and at what altitude you want it.

  5. Now adjust the pitch to be -90 degrees...straight down.

  6. Take your texture snapshot.  I use 800x800.

Post:

  1. Make seamless in either Photoshop or other texture tool. 

  2. Enhance to taste.

Vue:

Apply like any other image texture in Vue.

Now an added bonus:

Take your Terragen surface into PSP or Photoshop, and go Image/ Adjustments/ Threshold and turn that baby into black and white. Add gaussian blur to taste. 
Now you have a Terragen based distribution map for Vue material mixing.....

I'll post a sample or two when I get home from work.

M


FrankT posted Tue, 21 August 2007 at 2:53 PM

damn that's a good idea - why didn't I think of that !!

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bobbystahr posted Tue, 21 August 2007 at 3:56 PM

I have done similar tricks with Terragen 0.9x for terrains in Imagine3D with the added benefit that if you want a terrain from terragen there's a plug in that saves them out as .lwo and is quite good tho very hi res. If I can locate one still on my drive I as well will try to post a sample....great exploratory thread folks.. ...

 

Once in a while I look around,
I see a sound
and try to write it down
Sometimes they come out very soft
Tinkling light sound
The Sun comes up again



 

 

 

 

 


chippwalters posted Tue, 21 August 2007 at 4:06 PM

I'm pretty sure I've heard of the that trick before, Mark, and I think I got it from your website or somewhere else online? Do you remember posting it somewhere else? I really look forward to what you can do with it...

-Chipp

 


impish posted Tue, 21 August 2007 at 4:32 PM

Another thing just struck me (I should stop looking).

The TG terrain is all one piece so has a more natural look as one formation flows into the next while there are definite breaks between the 3 terrains you've used Chipp.

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chippwalters posted Tue, 21 August 2007 at 4:35 PM

Keep looking Mark! Yup, you're correct...Heck it's hard enough creating 1 decent terrain in Vue, much less a contiguous one with 3 or more! I really like TG's terrain in THAT image. Wish I could figure out how to create a similar one in Vue...(and help is appreciated!)

 


Monsoon posted Tue, 21 August 2007 at 6:53 PM

Attached Link: TGVue

Yes, I've posted this several times before in the forums but never with an example. I took the opportunity to make a little mini tut of sorts....

And if you want a treat, visit Bill Munn's tutorial. He uses Bryce as his texture 'painting' tool for use in other apps.  Note how he uses terrain renders to texture an animal's horn...

http://www.billmunnsgallery.com/brycetut.html

Back to play some more now....:)

M


ShawnDriscoll posted Tue, 21 August 2007 at 7:54 PM

Don't forget about GeoControl at http://www.cajomi.de/GeoControl/geocontrol_gallery.htm

It can help with terrain making.

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Monsoon posted Tue, 21 August 2007 at 7:59 PM

Here's a sample of 6 different Terragen surface renders applied to the same Vue terrain and with the same bump function. Simple single layer mats yet look how much is going on in those textures. 

Fun stuff for sure.....

M


Monsoon posted Tue, 21 August 2007 at 8:58 PM

Chipp...why do you use the alpha channel with layers instead of the transparency? Is it just your preference or another reason? 

One thing I've noticed using layers and mixes during these recent discussions is that often they wind up in the same place and pretty much look the same in the hierarchy. It's hard to know, for me at this point, when to do a layer mat and when to do a mix and for what desired effects. (besides the cool environmental controls)  Maybe before these threads are done we'll have enough info to formulate some basic guidelines for their use....


chippwalters posted Tue, 21 August 2007 at 9:32 PM

Hey Mark,

Here's where my head is currently at (could change any minute mind you!)

IMHO, Layers are where it's at for most terrain stuff. The nice thing about alpha's is you can use the slider to control contribution if you like. Transparency does have the slider, but it's not as easy to control contribution, IMO. Also, it appears e-on uses the alpha approach as well.

The trick is to save your layers as seperate layer mats, then load them in (with their included environmental settings) when you need them. It makes sense, and is how other programs like Lightwave do it.

But, some mats need to be mixed materials. In particular the mats which allow for creating shorelines tend to want to be mixed materials as they don't work properly in the layers paradigm (has anyone figured out how to use the Foam layer in the Material Layers collection?).

Also, interesting enough is the fact I can't use transparency for the bottom  layer in  some of the mixed materials for some reason. I'm still researching..but think it might be a bug worth reporting.

Anyway, that's my current thinking. HTH.

-Chipp

 


dburdick posted Wed, 22 August 2007 at 11:36 AM

The other reason that the Alpha channel is more effective than the transparency channel for layered materials is that you can boost the Alpha channel intensity beyond 100% (which is 0 on the Vue Alpha Boost Slider).  In some cases, I have used procedural noises to generate the Alpha for a particular layer.  Boosting the Alpha Value beyond 0 will intensify the coverage of the layer without having to adjust the alpha map or alpha noise.   The point is moot if you only want to restrict the Alpha intensity to values of 0 or below - in which case Alpha and Transparency are identical


Monsoon posted Wed, 22 August 2007 at 12:47 PM

Thanks guys for the expo......imprinting in the brain......


chippwalters posted Thu, 23 August 2007 at 4:15 AM

Been working on some procedural textures and mostly on trying to find a good fractal function which scales well both close up and in the distance. Here's a test of a not yet finished mountain material. The top image shows 3 terrains, one up close, and the other 2 in the distance. The bottom picture shows the relative scale of each terrain in the scene.

 


craftycurate posted Thu, 23 August 2007 at 4:25 AM

Chipp ... I like yours better! The Terragen image is too clean, and a bit unnatural as a result.

How did you achieve your water effect? I've tried to create this flat but gently disturbed water surface. The closest I've got is a normal infinite plane with an OpenOcean bump map.

If you have used Open Ocean, what settings have you used?

Thanks
Richard


LMcLean posted Thu, 23 August 2007 at 11:04 AM

Quote - Been working on some procedural textures and mostly on trying to find a good fractal function which scales well both close up and in the distance. Here's a test of a not yet finished mountain material. The top image shows 3 terrains, one up close, and the other 2 in the distance. The bottom picture shows the relative scale of each terrain in the scene. > Quote - When I viewed the first image I thought the terrain's were all relatively close in size, but then I saw the second image and there is a huge size difference, so if you are trying to find a good material which scales both close up and in the distance I think you have done a good job. So are you using the function Editor exclusively for this material or an image and the Function Editor? So what's the trick in making the material look good on different sized terrains? My terrain materials always need to be scaled appropriate to their terrain size.


dburdick posted Thu, 23 August 2007 at 3:13 PM

Quote - The other reason that the Alpha channel is more effective than the transparency channel for layered materials is that you can boost the Alpha channel intensity beyond 100% (which is 0 on the Vue Alpha Boost Slider).  In some cases, I have used procedural noises to generate the Alpha for a particular layer.  Boosting the Alpha Value beyond 0 will intensify the coverage of the layer without having to adjust the alpha map or alpha noise.   The point is moot if you only want to restrict the Alpha intensity to values of 0 or below - in which case Alpha and Transparency are identical

 

One other thing I forgot to add about the differences between Alpha and Transparency is that use of the Alpha Channel can facilitate layer blending modes, although this is not yet implemented in Vue.  It is reasonable to assume that Alpha Layer Blending modes such as overlay, dodge, burn, screen, hard light, etc.  will be implemented in future Vue releases - just speculating. 


Monsoon posted Thu, 23 August 2007 at 5:53 PM

I've been messin' hard in the material editor and I've come to grips with the layers and alphas....now to create something with it. 

Joe Chip created this method of getting the continuous flow of terrain as mentioned in the earlier posts. He used a caustic wave map from the sea kit on the terrain to get that effect. I think he succeeds quite well. Since he showed me this I've been trying different wavemaps and grayscales.. Haven't made any good mountains yet...but I've got some killer sand dunes....

I must say the alpha and layers thing is way cool.....:)


eldritch48 posted Fri, 24 August 2007 at 12:36 AM

Caustic wave map?  Do you mean from SeaVue?  That would be a hell of another reason for me to get it (not that I need more)


joechip posted Fri, 24 August 2007 at 2:37 AM

Hello

It is indeed a caustic wavemap from the SeaVue kit.
I sent Mark many examples of what can be achieved using my method.
I am using vue6esp and Mark is trialing the method in vue6inf................
Its just a matter of trying different settings in the terrain editor.
In the image monsoon posted above ;
256x256 terrain redered in final at 300 dpi and a Monsoon texture.
About 30 seconds to acheive the terrain effect.
I,m not good at imbedding images in posts but anyone wanting further examples , just mail me .

joechip


chippwalters posted Fri, 24 August 2007 at 4:59 AM

Wow Mark, that's looking good.

Below is my latest test. I've been playing around alot with both Terragen and Vue. In fact, I've carefully disected one of Terragen's great grass layers and have tried my best to reproduce it in Vue using layers and the fast perlin fractal. With some luck, I think I've got it.

Also, I've developed what I think to be a good workflow between Layers and Mixed Materials. Turns out I need both. Here's how I do it. I use Layers to create a sophisticated material...like the TerraGrass one I mentioned with 5 seperate layers. I create another set of layers for the beach, the vertical surfaces, the top, the sea foam and so on. When my layers are complete, I then create a massive Mixed Materials mat which uses bright colors for each 'segment' of the mountain. So, I'll have the mountain material which is comprised of the beach (lower mountain) and upper mountain, and the beach will be a mixed material comprised of the sand and the surf. The upper mountain is a mixed material of the top of the mountain the the middle of the mountain..and so forth and so on.

Once my Mixed Material Mountain is complete (with all garish colors in place), I can then apply it on a terrain or set of terrains, and adjust until the colors are tweaked the way I like them, typically by adjusting only the mixing ratio slider. Once there, I simple replace each of the simple mixed mats with a more complicated layer mat, like my TerraGrass. It all sound complicated, but works really well and is very easy to edit and tweak.

I'll be putting together a group of 'TerraMats' along with a description on how to use them shortly.

About the image below: The terrain was created in Terragen and exported as 16-bit RAW, converted to 16-bit Tif in Pshop and then imported into Vue. I then 'hunted' for a good view, a la Terragen does. I'm using a standard atmosphere and a single 'TerraMountain' texture created per above. I'm still using the same old Shasta water with a Simple Fractal-> Water Rough applied as a bump. I've my own shoreline which still needs work. Oh, and btw, other than a map in the shore water (from SeaVue), I don't use ANY other bitmaps...this whole thing is done with procedural mapping and fractals. I have 'discovered' a few nifty fractal functions along the way, which I hope to share soon.

I've still got some work to do on some of the other textures, but it's coming along nicely I believe.

 


eldritch48 posted Fri, 24 August 2007 at 5:06 AM

That looks absolutely amazing.  I would love to see those MATs when you have them done.


chippwalters posted Fri, 24 August 2007 at 6:10 AM

Here's a few more from the same scene. All I've done is move the camera around to find another view...like taking snapshots on vacation! These are good for me to be able to figure out what mats need tweaking. The mountain terrain is a collection of 6 mixed materials and a total of 10 layers. It renders surprisingly fast. Each of these renders originate at 1600 pixels wide, then I reduce them by 50% in Pshop, Unsharp Mask and adjust levels and HSV (only slightly).

They take about 10 minutes a piece to render using my 4 node HyperVue network at home. That speed is something I'm sure the Terragen folks aren't used to ;-)

As you can see, I still need a bit more work on the mats. IMO, the close up of the grass and sandy area is pretty nice.

 


Monsoon posted Fri, 24 August 2007 at 6:31 AM

Whoa dude!!  That mountain mat is awesome!   That whole scene is awesome!

I've been relying on bitmaps for so long...I've tended to shy away from procedurals. But that's changing...I just got AsileFX's Advanced Material Creation and am studying.....

I like your process of creating the complex mats first via layers and then mixing the resultant 'simple' mats..... I'm still struggling with proper distribution with alpha channels and trying to get the right blend between layers.

Love that Shasta water....

This thread and LMclean's thread has been very informative and enlightening....

Checking out GeoControl...the upcoming release looks very promising for Vue.

Been playing with Joe Chip's method of making the mountain ranges and it seems there are mixing possibilities for the terrain editor as well......who woulda thunk it....mountains from waves lol.......lots of possibilities with throwing a procedural on top of a grayscale..and mixing more than one grayscale together in PS before hand....

Wish I didn't have to go to work...just wanna bang on my keyboard all day lol...


FrankT posted Fri, 24 August 2007 at 6:32 AM

Those are very good.  I'm gonna have to buckle down and study the function editor one of these days

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Monsoon posted Fri, 24 August 2007 at 6:34 AM

Wow, wow, wow Chipp........ok that's it....I'm callin' in sick......


agiel posted Fri, 24 August 2007 at 6:42 AM

Chip - the latest series is absolutely great.

Two things you may want to twak to achieve even more greatness.

The rocks and water are spot on. Don't change them !


chippwalters posted Fri, 24 August 2007 at 6:56 AM

These will be the last ones for awhile...but there are some interesting things happening. Notice in the top picture, the unnatural look of the rocks within the grass and the mountain. Even though the terrain is 2047 pixels square at 16 bits, it still needs a bit of 'smoothing' or else one gets these types of artifacts. A few quick press of the diffusive button in the terrain editor fixes the problem as seen in the bottom picture.

Also notice here you can see all the layers in the mountain fairly clearly. The grass has 5 layers and is working pretty well, though it's transition with the upper mountain texture needs blending work. The upper mountain texture is the fine brown texture while the gray rock is used for vertical slopes. The beach texture is shown with a fine bump, and there's also a very small shoreline 'blending' texture which is white . I need to add an underwater texture as well so the water can be transparent. Lastly, at the very top of the mountain, is yet another rock texture, which could be replaced easily by snow.

 


impish posted Fri, 24 August 2007 at 7:16 AM

Wow.  You've really moved this on in the last few days.  Great work :-)

My next suggestion isn't really a comment on what you've done so far so much as a what if...

Has anyone managed to get ecosystems that populate based on the distance to the camera?  The down side is we would  need to repopulate the ecosystem for each camera angle.  The advantage would be you could have ecosystem grass close to the camera without having to have it way off in the distance where it isn't really adding anything.

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chippwalters posted Fri, 24 August 2007 at 7:16 AM

Thanks for all the nice comments.

Mark, I know what you mean about how addictive this stuff can be! I wish I could call in sick today too!  Is the AisleFX DVD any good? I purchased the last 'advanced' version and it was the worst 100 bucks I've ever spent. Nothing advanced in the whole set, and IMO not very professional. I tried contacting them about it but they wouldn't get back to me. Bummer. Let me know how they work for you.

The real trick in all of this is to figure out how to create textures which scale well. They need to look good up close and also good from a distance. That's the tough part. See how TG does it, they have a great fractal model-- sadly there's not a similar one that I can figure out in Vue. I have found a couple of functions which do have some value, but still aren't quite what TG has.

Also, TG's terrains rock. Their default terrain has nice mountains PLUS it has a natural slope down to the water, which is IMO difficult to do in Vue. Vue's terrain editor could use a bit of help by just looking how easy it is to create terrains in TG. Don't get me wrong, rendering in TG is tedious at best, but they do some things very well...especially their handling of material layers. Their notion of child layers is similar to mixed materials and layers, but easier to use and IMO understand.

agiel, I'm not sure about the grass being too uniform, but I'll take a crack at making a more splotchy version. I think the grass works better up close than in the distance...perhaps needs a bit of a tweak there. Grass is the hardest. I agree, the green is perhaps too green. Fact is I've already unsaturated it once from the original values as set in TG...maybe need to try again. Perhaps a bit more 'yellow' on the slopes.

The sand could be softer, but IMO the detail in it helps. I need to have a variety of tweaked MATS that can be loaded interchangeably.

 


Monsoon posted Fri, 24 August 2007 at 8:49 AM

Attached Link: Mojopac

Actually I think the Asile disk is ok....I only paid 45 for the download....I got it so I could see illustrations of what ALL of the parameters and buttons do.  There's many aspects of the editor that I couldn't grasp from Vue's documentation but to see them in action helps much as yours and jc's tutorials do.  Some aspects I simply left alone because I was used to doing things the old V4 way...the old dog, new tricks thing.

For instance, in the function editor I really couldn't figure out how the nodes work together, y'know..where to put what, and hook it to what,  to get such and such effect. Now it's much clearer...last night I spent 3 hours just playing with color production nodes which I'd never touched before. Subsurface scattering is another one I stayed away from. So I think, for me at least, that the disk is proving to be a big help.

I think, with graph structures like the function editor, it's a lot like reading music.  I play many instruments and write tons of songs but I can't read a note of music. It's like reading heiroglyphics to me...I can't translate the visual into the audio. In the function editor I couldn't translate all the nodes and connections into what I was seeing in the render. Now it makes a bit more sense. Guess it's a brain thing...

Now as for calling in sick...here I am at work.  However, I happened upon a way cool thing that makes sitting at my desk during idle times a great deal more tolerable. I took my Vue off of my home computer and put it on a 120gig Simpletech mini hard drive via an item called Mojopac, a kind of virtual Windows that hooks into the kernel of any host machine (where you have administrative rights) and runs alongside the host Windows and doesn't leave any footprints when you're done.  Now I can take my Vue with me in my pocket wherever I go. Take it to work and plug it in...take it home and plug it in. Just like a laptop lol....

You can also switch between the Mojo environment and the host environment with just a mouse click.  Right now I have open at work the same mat I was working on earlier at home.
Very very cool....

I must add that it works flawlessly on a mini hard drive but is much slower off of a memory stick because of the read/write times...

Ooops..here comes the boss...lol

M


LMcLean posted Fri, 24 August 2007 at 10:37 AM

Awesome images Chipp! Look forward to more images and how you did this.


Peggy_Walters posted Fri, 24 August 2007 at 1:54 PM

That's a fantastic looking terrain and mats Chipp!

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bobbystahr posted Fri, 24 August 2007 at 3:53 PM

@ Monsoon....many thanx for the link to MojoPac...this may be the answer I've been lookin for re: portability as I think I may be on the road a bit come next year when my 2 cds are finished.. ...

 

Once in a while I look around,
I see a sound
and try to write it down
Sometimes they come out very soft
Tinkling light sound
The Sun comes up again



 

 

 

 

 


Monsoon posted Fri, 24 August 2007 at 4:05 PM

Yup...discovered it while pining away over not being able to stay home and play with Vue. Snatched a copy up right away and it works like a charm!  Breaktime....into Vue :)


chippwalters posted Fri, 24 August 2007 at 5:37 PM

Quote - Take it to work and plug it in...take it home and plug it in. Just like a laptop lol....

Wow, coolio. Sounds pretty sweet. Now that I've actually gotten some sleep, and the weekend is here...I'll be back at it again. Just discovered some new nodes which I want to try out.

-Chipp

 


chippwalters posted Fri, 24 August 2007 at 8:29 PM

agiel,

I've tweaked the grass a bit, killed some of the saturation. Here it is on a hilly countryside at varying distances and resolutions.

 


Bea posted Sat, 25 August 2007 at 4:14 AM

This is a fascinating thread thanks :)


dburdick posted Sat, 25 August 2007 at 12:59 PM

Chipp,

Looking good.  The one thing you may want to add is a "Distance to Camera" node for the grass bump and then add a noise (Like a fine Granite node) to boost the foreground bump.


Daniel1705 posted Sat, 25 August 2007 at 1:02 PM

I've been trying to recreate the Terragen Surface look for quite a while. This image is the closest I've come so far (I did not care about the overall look of the image, it was just for testing:

Recently I experimented again with some alpha layers and an ecosystem. The picture below is not yet finished (e.g. the mountains in the background and the whole object placement) , but it's interesting nonetheless what you can achieve with Terragen-like materials and Ecosystems at the same time.

I have a Tutorial in the works about the discoveries I made. But compared to Chipp's images my attempts seem to be rather foolish.


bobbystahr posted Sat, 25 August 2007 at 2:19 PM

Attached Link: http://www.renderosity.com/mod/gallery/browse.php?username=bobbystahr

Actually your efforts, in many respects, are quite similar to some I have in my gallery tho they were done in TG2 not old Terragen .9xxx, and a very nice bit of work they are as well my friend.. ...

 

Once in a while I look around,
I see a sound
and try to write it down
Sometimes they come out very soft
Tinkling light sound
The Sun comes up again



 

 

 

 

 


agiel posted Sat, 25 August 2007 at 2:31 PM

Bobby - I took the liberty to edit the link in your post to get it to the right page.


joechip posted Sat, 25 August 2007 at 3:18 PM

Mountains at no extra cost and really quite good if your prepared to put i some time at it..

For Monsoons SeaVue users Only.

Create a new terrain.

I immediately resize this to about one quarter of the main ground quadrant.

Keep the main camera very low , for now.

Click for the terrain editor.

Go to picture and click.

Browse to the Dir Seavue / Wavemaps and select a map........roughswell4 was the one i used in my images.......maybe.

Load the map at %50 blend.

Clip the terrain to end of black texture colour in the editor.

Okay it ......drop the terrain to the ground and then just move the terrain about until you get a good view.

Move in , out , up , down and anywhere else you can think of.

Add textures and ........you have mountain ranges.

All of the above can be altered and experimented with at a whim.

Different results can be had .

Its all about texturing and experimenting .........and turning the terrain to suit , camera angles, heights etc
Just experiment..........everything cannot be on a plate.

joechip

I have Vob files if anyone wants to try.


bobbystahr posted Sat, 25 August 2007 at 4:14 PM

Many thanx agiel...a bit brain dead this morn...in a cluster migraine loop.....

 

Once in a while I look around,
I see a sound
and try to write it down
Sometimes they come out very soft
Tinkling light sound
The Sun comes up again



 

 

 

 

 


Monsoon posted Sat, 25 August 2007 at 4:32 PM

Attached Link: Caustics Generator

Thanks Joe for those good mountain steps....

For those that don't already have any ready made maps, you can get Caustics Generator at the link. It's a cool tool to keep in your art box.

Practice for a bit and see what all the settings do and then save one out for export.

Take it into Photoshop and add gaussian blur to taste...

Proceed to Vue.....

Or....use Photoshop's cloud filter and make a fractal grayscale layer and combine them for some great terrain play.

Now, I'm not sure about how to get things to 16bit....I wound up there yesterday but how is a blur...I think I saved as .psd, then switched modes to something and then to rgb. Can't remember.....maybe Chipp could lend a hand here.

At any rate, you can make great sand dunes the same way...

M


Monsoon posted Sat, 25 August 2007 at 4:36 PM

And Daniel...you can't have foolish attempts in our craft or in the communities...can't be done. Every step counts (in one direction or another lol..)

I think those look fab and are a great addition to our little workshop here.....


chippwalters posted Sat, 25 August 2007 at 5:05 PM

Mark,

Here's how to get 16-bit images from Photoshop into Vue...Make sure they're 16-bit grayscale BEFORE you do all this!

I also have some new images to upload....but not yet ready.

 


joechip posted Sun, 26 August 2007 at 1:56 AM

Thanks Mark for the link to the caustic generator.

Here is an example of an image done using the wavemap method.

http://www.renderosity.com/mod/gallery/index.php?image_id=1508043

All the mountains in the background , the island and the foreground in this image are from one terrain.
A 1024x1024 terrain made using my method above.
Some clipping and assorted effects used too.
Its not a perfect method but is quick to do in Vue ..........and can produce some nice results.

joechip


Monsoon posted Sun, 26 August 2007 at 6:08 AM

Chipp...It was converting a 16bit RAW image from Terragen to 16bit tiff in PS that gave me pause...but then I've been having a whole weekend of senior moments lol......


spedler posted Sun, 26 August 2007 at 6:37 AM

I've also been experimenting with getting the 'TG look' in Vue for a while. The image is the best I have to far. The terrain is from GeoControl, saved from Vue as a 16 bit TIF, then worked on a little in Photoshop with levels and smart sharpen. This is kind of a test image which I go back to from time to time, so if you've seen it before, apologies!

I'm after the knife-edge mountain look and I'm sure this can be improved on, so the Vue file is available here if anyone wants it. Feel free to alter it as desired. There's nothing copyright in it.

Steve


lam2 posted Sun, 26 August 2007 at 1:09 PM

Oh, my goodness!  I just have to thank all of you for this incredible thread.
Extremely engaging and interesting. I'm amazed.


agiel posted Sun, 26 August 2007 at 1:39 PM

Gets to show you it's not necessarily the tool, but how you use it :) Very nice landscapes !


lam2 posted Sun, 26 August 2007 at 2:34 PM

agiel, I agree with you completely.


joechip posted Sun, 26 August 2007 at 2:38 PM

Another example of wave method. Not meant to be finished image but an idea of results that can be acheived. This used caustic generator to get the wavemap file.

chippwalters posted Sun, 26 August 2007 at 4:39 PM

Quote - Chipp...It was converting a 16bit RAW image from Terragen to 16bit tiff in PS that gave me pause...but then I've been having a whole weekend of senior moments lol......

Mark, you're too young to be having 'senior moments!'

Here's how to export from Terragen 0.9x

  1. First set the size of the terrain you wish to export. Click the "Size..." button in the Landscape window and choose the size you wish to export to. I recommend at least 513, preferably higher. Write down the value you choose. Note: the free version of Terragen 0.9x only support resolutions no greater than 513.

  2. Generate a terrain. I like the default "Subdvide & Displace II" method. Then press the "Export..." button. Choose "Raw 16 bits Intel Byte-Order" from the "Export Method" dropdown. Press "Select File and Save..."

  3. Launch Photoshop and choose open, and select the .raw file you just created.

  4. It should open the file and automatically select the correct dimensions for you. You need to set the Count to "1" and the Depth to "16 Bits" and the Byte Order to "IBM PC". Then press OK.

  5. Now you can check the image under Photoshop's Image menu -> Mode -> Grayscale and 16-bits should be selected. Just save as a 16-bit TIFF from here and open as per above in Vue.

HTH, Chipp

 


chippwalters posted Sun, 26 August 2007 at 4:49 PM

JoeChip, Great post on the conversion of wave maps to terrains. A couple of other suggestions along this line:

Caustics Generator creates 8-bit BMP files, so you can convert them to 16-bit files (better resolution) by opening them in Photoshop and using the following technique (which works for converting any 8-bit images to 16-bit images)

This technique should also work pretty well to remove artifacting created by JPG files. It's not a good idea to use JPG files for terrain creation as even the smallest amount of artifacting can be problematic.

  1. Convert the Mode (Under Image menu) to Grayscale and 16 bits/channel.

  2. Resize the image 400%: Image menu->Image Size Make sure you check "Resample Image: Bicubic"

  3. Gaussian Blur the image with a value of 20 (larger or smaller depending on image size)
    Resize the image back to original size: 25%

You should now be good to go with your new terrain map. You may wish to consider adding a bit of noise after step 2 as well, or an unsharp mask after step 3. Salt and pepper to taste.

HTH,

Chipp

 


eldritch48 posted Sun, 26 August 2007 at 5:04 PM

Don't guess anyone out there wants to convert Caustics Generator to a mac program...I remember someone did it for the Ivy Generator a while back, so I know it's possible...

hoping


chippwalters posted Sun, 26 August 2007 at 8:26 PM

Here are some of my latest images. I've updated the textures and have also rendered in different atmospheres. Also, I've used a different terrain imported from Terragen. Check out image 5 as it has a couple of ecoSystems applied.

Keep in mind, most all of these images rendered in less than 10 minutes on my 4 computer renderfarm-- and between 10 and 30 minutes at 1600 x 900 resolution on a single dual core XP machine.

Click an image to view it larger.

I'm planning on uploading the scene with lots of textures, multiple terrain maps and complete editing instruction to C3D soon.

best, Chipp

 

 


agiel posted Sun, 26 August 2007 at 8:31 PM

Wow ! They look fantastic !


CobraEye posted Sun, 26 August 2007 at 9:55 PM

Yes, that is awesome looking and inspiring as well. Thanks


jc posted Sun, 26 August 2007 at 11:05 PM

Wow! What a great pioneering effort! I learned a ton of stuff! 
Thanks Chipp, Monsoon, Joechip, Dave & all.

Lots of things to try...


lam2 posted Mon, 27 August 2007 at 2:55 AM

I can't believe it. They are just so astonishing!
All those imges look so real and beautiful that I want to go there, right now.
Wow. This is magic.


Bea posted Mon, 27 August 2007 at 3:12 AM

They look excellent


Monsoon posted Mon, 27 August 2007 at 4:05 AM

Freakin' awesome Chipp!!!!  Bravo!


BernieStafford posted Mon, 27 August 2007 at 4:13 AM

I've been watching this thread for a while now, & just wanted to drop in to say what superb images those are!

Thanks for all of the tips & learning points to everybody who is contributing - some remarkable stuff going on here!


dlk30341 posted Mon, 27 August 2007 at 7:05 AM

OUtstanding work in this thread!  Thanks to all :)


jpappas posted Mon, 27 August 2007 at 6:29 PM

Chipp,

The last pics are your best yet!  You were aiming for Terragen and are going beyond it.  You've  done good. 

-Jim


chippwalters posted Mon, 27 August 2007 at 9:03 PM

Hey guys, I'm busy putting the final touches on the 'TerraPak', but I've got a few beta testers who are already doing some amazing work with it. Perhaps Monsoon will post one of his creations up here-- truly amazing.

-Chipp

 


Monsoon posted Tue, 28 August 2007 at 4:40 AM

The Terragen look and feel is masterfully captured using these tools and techniques.....Bravo Chipp!

There was a couple of skinny dippers in this pool a little while ago.......:)


FrankT posted Tue, 28 August 2007 at 6:44 AM

O.O

Damn, that's amazing

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wabe posted Tue, 28 August 2007 at 10:06 AM

When Monsoon...  As Monsoon I just added some animals a package scene and here we go. Very cool stuff Chipp!

One day your ship comes in - but you're at the airport.


Powertec posted Tue, 28 August 2007 at 11:10 AM

Hey! I wanna play!


dlk30341 posted Tue, 28 August 2007 at 11:24 AM

Looking forward to this pack  - the work here is superb.  Also looking forward to looking into how you accomplished this!


lam2 posted Tue, 28 August 2007 at 12:33 PM

Monsoon--What a great looking image!


Monsoon posted Tue, 28 August 2007 at 3:01 PM

Wait till you guys get a hold of this......one of the coolest things about Chipp's Terra mats is the fractal and scaling attributes. Here's a scaling sample......the terrain in the rock pool has the same mat as every other background terrain...I didn't touch a thing. The only terrain that has a different mat is the one under the pool. 

The rocks on either side and the stone pool are the same mat with bump and fractals played with....

Awesome fun here....!!


Monsoon posted Tue, 28 August 2007 at 4:53 PM

Another....going for some Biblical proportions here........

iloco posted Tue, 28 August 2007 at 5:00 PM

It sure would be nice to have a for dumbies only tutorial on how to do a lot of whats in this thread.
  What I mean is a step by step and explanation in simple language with pictures showing how its accomplished.
 I think one could be sold and lot people would be interested.   There may be something already out in the vue world for this but its never been mentioned. :)

 

ïÏøçö


Peggy_Walters posted Tue, 28 August 2007 at 6:06 PM

Don't worry - Chipp is working a tutorial/manual that will go with the package.  It will help a bunch!

LVS - Where Learning is Fun!  
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andrewe_665 posted Tue, 28 August 2007 at 8:40 PM

This was created purely in Vue, just messing with the function editor

ImagineThat posted Tue, 28 August 2007 at 9:55 PM

Wow this thread is incredible! Way over my head but so far but there are some really cool things being done here. Great job everyone and especially Chipp for all of the hard work.


Powertec posted Tue, 28 August 2007 at 10:18 PM

I want to add in the Thank You's...

Thank you very much Chipp and Monsoon and Everyone else that helped in this thread for your hard work and sharing!  Great Community Effort!  I'm just proud to be a witness to it.... Awesome.


sirenia posted Thu, 30 August 2007 at 5:44 AM

Quote - Wow this thread is incredible! Way over my head but so far but there are some really cool things being done here.

LOL yes, it's also way over mine !! Can't wait to get my hands on this though, maybe i'll finally understand things a bit better after playing with this :-) Wim

 

Society failed to tolerate me...

... and i have failed to tolerate society

 


chippwalters posted Thu, 30 August 2007 at 9:01 AM

Well, the wait is over. Those interested can saunter over to the TerraPak website.

best, Chipp

 


Powertec posted Thu, 30 August 2007 at 11:32 AM

I'm on it!


Bea posted Thu, 30 August 2007 at 8:50 PM

Me too :)


Powertec posted Sun, 23 September 2007 at 10:52 AM

Attached Link: http://www.renderosity.com/mod/gallery/index.php?image_id=1526906

Think anyone can get Vue to pull this one off?!

LMcLean posted Mon, 24 September 2007 at 8:18 AM

Quote - Think anyone can get Vue to pull this one off?!

That image can be easily done in Vue using detailed rock materials.


Rids posted Mon, 24 September 2007 at 1:02 PM

the rock materials are not the problem, its getting the water to look as realistic - this looks a lot easier than it really is.

 


chippwalters posted Tue, 25 September 2007 at 12:40 AM

OK, I'll bite....though I'll start a new thread for it. Keep a look out for it. I'll call it:
T.S.I. -- Teragen Scene Invistigation (my wife's fave show is CSI ;-)

 


dandelO posted Wed, 26 September 2007 at 8:52 AM

:)