Just beware: with a large draw distance and high detail, Terragen can generate some very large files. After several failed attempts, we did finally export a terrain mesh (FBX is finicky about folder access on OS X). FBX interchange has been improved, with the import and export of scene camera and lighting animation data, plus the export of terrains. We shaved 20 per cent off render times using 2D shadows, but couldn't replicate the 60 per cent saving quoted your mileage may vary. Other new functions include the Vortex Shader for making swirling cloud systems or whirlpools, while the Power Fractal node adds Voronoi functions to its toolset - although its procedural library still seems a bit lacking.Ĭloud rendering has received a useful speed boost too, at least when using localised clouds (that is, limited to a user-defined area). Several new nodes and shaders have been added to version 3, including a spherical camera node, which is ideal for making HDRs for lighting objects being comped into a Terragen scene, or for game backdrops. You can also control the colour and luminosity of a population with a shader, adding natural-looking variety without the need for additional objects. Features and improvementsĬontrol over populations is much improved, with the ability to edit individual instances in the main viewport or delete them entirely - which is really useful when you're after a very specific look to your scene. However, your render times can rise substantially and, with the new render passes, there's a good chance that you can replicate the effect much more quickly in post. The new depth-of-field blur option is a nice addition, enabling you to create some beautifully shallow depth-of-field effects, and it's easy to set the focal distance with a helper plane in the preview window. This gives you total freedom to edit the scene at the compositing stage, add effects like motion blur, and even relight the scene in Nuke and, to a lesser extent, in After Effects with the Normality plugin. Terragen supports 27 elements, including object RGB and alpha, lighting information, plus object and surface data, such as depth, normal and motion vectors. In the scene's Render node you simply add a Render layer node, then tick whichever render elements you need. One key feature that will probably benefit every user is version 3's ability to render out a variety of passes.
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