HOME | DD

Published: 2009-02-26 19:21:03 +0000 UTC; Views: 10309; Favourites: 44; Downloads: 2462
Redirect to original
Description
This procedural TG 2 planet will, for the most part, hold up to camera altitudes such as this down to ground level. Still an on and off work in progress, hopefully more pic to come.Related content
Comments: 21
Aldeminor [2011-09-18 20:12:04 +0000 UTC]
It's just... incredible! (I'm curently take a part in work over procedural planet generator for game project, hope our result will be near THIS)
👍: 0 ⏩: 0
fmilluminati [2011-02-17 05:00:44 +0000 UTC]
Sorry for my ignorance on the topic, but what is "procedural" and what program did you use to create and render this? (Looks amazing, btw.)
👍: 0 ⏩: 1
nvseal In reply to fmilluminati [2011-02-19 23:00:45 +0000 UTC]
Procedural, meaning algorithmically generated. Nothing in the image was created manually (unlike a 3d model, for instance) rather, everything was created by changing parameters for fractal generators using the program Terragen 2 (in which the image was both created and rendered). Thanks.
👍: 0 ⏩: 1
fmilluminati In reply to nvseal [2011-02-21 06:02:55 +0000 UTC]
Oh, very cool. Is there a way to export Terragen scenes like this into other programs (3DS max, Blender, Softimage, Maya... ) so props, etc can be added?
👍: 0 ⏩: 1
nvseal In reply to fmilluminati [2011-02-22 05:06:37 +0000 UTC]
It is possible to export some of the landscape for small areas (I've seen it done for 3DS max) but you won't have the same level of visual fidelity in the details. It is possible to import objects into Terragen 2 though as well. If you were looking to introduce high quality, close-up model renders into a Terragen 2 scene, the best option would probably be postworking different renders together.
👍: 0 ⏩: 0
Notha [2009-04-25 01:52:42 +0000 UTC]
what exactly did you do here? I'm aware of TG's abilities, did you write a script or something for the terrain?
👍: 0 ⏩: 1
nvseal In reply to Notha [2009-04-26 23:30:49 +0000 UTC]
Nope, the terrain is made by layering and blending a series of power fractal shaders with different scales and displacements. First, I have about three power fractals with large feature scales which go into a warp shader. Then I have (I believe)two other power fractals which have much smaller feature scales to make the actual mountains.
👍: 0 ⏩: 0
Cyberborg [2009-04-05 23:38:22 +0000 UTC]
Holy Crap!!
I use TG1 for the occasional background but DAAAAAAAAMMMMMMMMMMNNNNNN!!!!!!
I would have sworn that was a photo...
Superb!
👍: 0 ⏩: 0
JJasso [2009-03-11 01:56:55 +0000 UTC]
wow do you have tutorials for that or do you know where I can see one tutorial? did you need extre plug ins?
👍: 0 ⏩: 1
nvseal In reply to JJasso [2009-03-11 17:33:17 +0000 UTC]
Thanks, no plug-in needed for this, everything is made completely within TG 2. I've made one tutorial which you've seen in another post but that's the only one I've ever made. This particlular image uses a new node structure which I've never shared. I have shared hints about the clouds before but I've never shown the whole setup. I may have the clouds up for sale sometime soon.
👍: 0 ⏩: 1
JJasso In reply to nvseal [2009-03-11 18:31:33 +0000 UTC]
well if you are selling this or any other orbit shot with clouds I'm interested,let me know
👍: 0 ⏩: 0
Chromattix [2009-02-26 23:03:30 +0000 UTC]
That's brilliant, and love the amount of details I can see with the big size (but it's understandable why the others aren't so big - there' art theives everywhere ) Since I have no hope with TG2's interface, I was only yesterday making multi-layered procedural planets onto speheres in Vue, may not be this good this close, but I can still honstly say I've never seen Vue planets that look better without the need for image maps or Photoshopping
If Only I can steal your density functions for the clouds
👍: 0 ⏩: 0