TerraDome3 NOT a rumor anymore! Live in store! Whoot!!!

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  • ItsTravelerItsTraveler Posts: 184
    edited August 2016

    Thinking of changing the thread title since it's a little long and now TD3 is live.  Any suggestions?  

    TerraDome3 no longer a rumor or mythic beast, LIVE in the store, Traveler has had his coffee, Colm needs a Pint, MV needs a nap, and we are all super excited!

    Might be a little long though

     

    Post edited by ItsTraveler on
  • KnittingmommyKnittingmommy Posts: 8,191

    Thinking of changing the thread title since it's a little long and now TD3 is live.  Any suggestions?  

    TerraDome3 no longer a rumor or mythic beast, LIVE in the store, Traveler has had his coffee, Colm needs a Pint, MV needs a nap, and we are all super excited!

    Might be a little long though

     

    LOL!  just a tad, maybe!  :)

  • KnittingmommyKnittingmommy Posts: 8,191

    I'm so jealous that I can't play with this yet!  Still deciding on what to go with TD3 and I have plenty of time because DS is still busy on my latest render I've been working on for the last few days.  While I'll check out today, I may not get to play with this until tomorrow!  sad

  • MortemVetusMortemVetus Posts: 56
    edited August 2016
    nicstt said:

    Thanks nicstt, appreciate the test. I have a 970 also, but I try to reduce overhead as much as possible.

    Another question, how is the ground resolution at source? If I have a figure kneeling and that part of the ground is in view, how does it look

    The base pack has a set of Terrain Utility material settings that include settings to reduce or increase the amount of tiling, depending on whether you're close in or far away. it also has some other nifty presets for adjusting displacement. For close up on a character, you'd use the Tiling 01 Finest - Closeup, which increases the tiling noticably when viewed from afar, but up close, tightens the ground material up.

    Yup I've been rendering two examples.

    @FSMCDesigns

    It is also possible to manually alter them, making them finer still. No idea how well that works

    The answer is definately yes, but as to exactly how.....um....well....I'd think that's better put to @ItsTraveler ....he's the shader genius and I freely admit, we've not tackled any shaders of our own yet, as Travelers are so good. :)

    Post edited by MortemVetus on
  • Haslor said:

    Are you going to introduce most, if not all, of the add on products you have for TD2 for TD3? (35 product library, which does not include props which were made to work with TD2)

    That really depends on a per-product basis. TerraLuna3 is done and in the pipeline. Things like TerraFirma (With the grass materials) are nearly impossible to do in Iray without the micro-polygon displacment. Northern lights is back as Southern lights (Andy re-constructed this from scratch for TD3.) Skies can be converted (We included 4 of the classic TD2 skies in the TD3 package as a bonus) - but it is a slightly lengthy process. On the whole, I think we will all be exploring the possabilites for things we couldn't do in TD2 because of the limitations. Lots of top secret stuff in the works!

    Haslor said:

    Are you going to offer Iray texture add ons for the TD2 props? 

    Can't wait to see!

    Don't know about that, but on the upside you could use the Texture maps from either 1 or 2 by plugging them into the Td3 Shader. I will post a tutorial on how to do that within a day or so, maybe combine it with MV's bits on the morphs, etc.

    Haslor said:

    Traveler, are you going to update your masive library of plants, grass and the like, will you be doing Iray versions or texture sets? I have been converting these, as I use them, and then saving out the Iray versions, but it would be nice and a time saver to have them done from the start.

    For the most part, when I am using them unless I want a sun-backed translucency I don't convert them to iray, just the bog standard material conversion they load with. If I want something a little extra, I get all of the plants in the scene, select them on the hierarcy pane, select all of their surfaces on the surfaces pane, and then apply the uber base - set the translucency to like .2 and fiddle with the specular settings (turn strength down, and roughness up) and pretty much they are ready to go.

    At this point Daz owns my back catalog, so if this is something they would like to see, then we can work something out ;)

    Haslor said:

    Well lI have TD3 Loaded and I'm starting my first render, lets hope my new GTX 960 AMPed can handle it.

  • scorpioscorpio Posts: 8,533

    First render just dropped in a few things and rendered, no Nvidia card so let it go for 2 hours its also quite small and that seemed enough. a bit of post work mainly putting in the sky.

    TerraDome1.jpg
    1200 x 594 - 164K
  • FSMCDesignsFSMCDesigns Posts: 12,844
    nicstt said:

    Thanks nicstt, appreciate the test. I have a 970 also, but I try to reduce overhead as much as possible.

    Another question, how is the ground resolution at source? If I have a figure kneeling and that part of the ground is in view, how does it look

    The base pack has a set of Terrain Utility material settings that include settings to reduce or increase the amount of tiling, depending on whether you're close in or far away. it also has some other nifty presets for adjusting displacement. For close up on a character, you'd use the Tiling 01 Finest - Closeup, which increases the tiling noticably when viewed from afar, but up close, tightens the ground material up.

    Yup I've been rendering two examples.

    @FSMCDesigns

    It is also possible to manually alter them, making them finer still. No idea how well that works

    Thanks again! I went ahead and did the purchase (TD3 and the road set) now have to wait for the 1 gig d/l, LOL I figured if anything else I could still use the background mountains and use my own terrain in the foreground, but I'll play with it and see what i can achieve

  • IceDragonArtIceDragonArt Posts: 12,806
    nicstt said:

    Thanks nicstt, appreciate the test. I have a 970 also, but I try to reduce overhead as much as possible.

    Another question, how is the ground resolution at source? If I have a figure kneeling and that part of the ground is in view, how does it look

    I'll render a close up.

    I just finished the attached 3000x1688; it took 2016-50-29 15:50:51.120 Total Rendering Time: 25 minutes 45.6 seconds (Upping resolution always increases times quite drastically. And no doubt the wate added its 'thing' too.). I adjusted the default scene from previously; zeroed the morph, and added another but instead of taking it upwards for hills I added a little in the negative and made a lake. It looks great; the only issue is the dividing line between ground and water is a bit harsh. I'm wondering if there are any tips to get rid of it; some post pro bluring might work at a pinch, but looking for ideas.

    I'd be tempted to use the HDRI to light the figures in a scene and render the background seperately, if memory was becoming an issue.

    I just watched the video - did you try setting the water to refraction instead of reflection?  something was mentioned that refraction would allow what's under the water to show through a bit so maybe that would ease the transition line?  No idea since I haven't even loaded it but I watched the video on my lunch just now lol.

  • Yeah, it is a big file :P

    It started out just under 500MB...... and then we kept adding stuff to it..... It happens :)

  • RAMWolffRAMWolff Posts: 10,352
    Pendraia said:

    Couldn't really afford it but it went in the cart along with the pro morphs and rocky terra shades. I almost missed the walker thingy but luckily I double checked. What can I say...I'm just weak and couldn't resist it!

    What is this walker thing I keep reading?  Linkie? 

  • KnittingmommyKnittingmommy Posts: 8,191
    RAMWolff said:
    Pendraia said:

    Couldn't really afford it but it went in the cart along with the pro morphs and rocky terra shades. I almost missed the walker thingy but luckily I double checked. What can I say...I'm just weak and couldn't resist it!

    What is this walker thing I keep reading?  Linkie? 

    Post Apocolyptic Walking Home free with purchase of TD3

  • WonderlandWonderland Posts: 7,137

    Uum.....the TD2 prop-based stuff will work in DS/TD3 but will need adjustment. Yes, they work fine in scenes without TerraDome....fine in Poser, subject to the same considerations as in TD3 for DS. The Aquarium, can't help with I'm afraid, not our product and been so busy, not had a chance to try it since it came out. However, the water in TerraDome3 is a true volume, so should give pretty good underwater effects. (Another thing on the 'to-do' list for when I can find an extra 10 hours per day, lol) Now that I've thought of it, got to go and try it out, been busy answering comments and posts so far today  :)

    Wow, we both started with DS at the same time, six months ago, March!  I'm doing OK with portrait/people renders, but still find scenes a bit daunting and still have no idea how to use so many things like subD, instances, LIE, geographs, and I'm sure there are many things I don't even know exist. You are way beyond where I am now!

    One more quick question, can the TD2 moon, lightning, and Northern lights thing (sorry I forgot all their correct names) work in DS (if you tweak materials/lights) and also can they work as props in scenes without TD either in Poser or DS? And would the Aquarium work in DS with a different water shader? Sorry, that was three quick questions... :)

     

    Ok, thanks! Unfortunately this leads to more questions... (And thanks, you guys, for being so helpful with your answers! )  

    1. Can the water from TD3 be used as a prop (or figure) in another scene? Like if I just wanted to do an underwater scene with no land or put a small lake in another smaller terrain?

    2. Can we use the shaders from TD3 on other things besides TD3?

    3. Since I use both Poser and DS, I'm pretty sure I can use all these things really except the big unanswered question: has this been tested on a Mac? Macs can't use Nvidia cards or outside graphic cards (so I've been told) and I have to render directly with the CPU. So wondering if it has been tested on a Mac..?

    Thanks again, you guys, for taking the time to answer all our questions! :)

  • RAMWolffRAMWolff Posts: 10,352
    RAMWolff said:
    Pendraia said:

    Couldn't really afford it but it went in the cart along with the pro morphs and rocky terra shades. I almost missed the walker thingy but luckily I double checked. What can I say...I'm just weak and couldn't resist it!

    What is this walker thing I keep reading?  Linkie? 

    Post Apocolyptic Walking Home free with purchase of TD3

    Ah, thank you! 

  • Ok, thanks! Unfortunately this leads to more questions... (And thanks, you guys, for being so helpful with your answers! )  

    1. Can the water from TD3 be used as a prop (or figure) in another scene? Like if I just wanted to do an underwater scene with no land or put a small lake in another smaller terrain?

    Yes indeed! As can the Atmosphere. Heck you can even use the terrain as a "Container" for other sets.

    2. Can we use the shaders from TD3 on other things besides TD3?

    Yes you can! We included the Base Shaders for the Terrain, Water, and Atmosphere in the Utilities folder.

    Because the materials are well... material files, they won't apply to the other item so this is what I do:

    -Apply the material I want to use to a TD3 terrain
    ​-Apply the Terrain base shader to the prop/element. (You will need to have it selected in the scene inventory pane, and the surfaces you want to edit in the Surfaces tab)
    ​-In the surfaces tab, select the terrain, copy the material settings
    ​-Paste these to the prop's surfaces you want to use
    ​-Adjust the tiling (To say 3x3 for larger things, 1x1 for smaller props)
     

     

    3. Since I use both Poser and DS, I'm pretty sure I can use all these things really except the big unanswered question: has this been tested on a Mac? Macs can't use Nvidia cards or outside graphic cards (so I've been told) and I have to render directly with the CPU. So wondering if it has been tested on a Mac..?

    By us..... no, but if it comes up there is an issue, we will bust our backs in fixing it. I have rendered it CPU only however with no issues.

     

    Thanks again, you guys, for taking the time to answer all our questions! :)

    You are most welcome!

  • nicsttnicstt Posts: 11,715
    nicstt said:

    Thanks nicstt, appreciate the test. I have a 970 also, but I try to reduce overhead as much as possible.

    Another question, how is the ground resolution at source? If I have a figure kneeling and that part of the ground is in view, how does it look

    I'll render a close up.

    I just finished the attached 3000x1688; it took 2016-50-29 15:50:51.120 Total Rendering Time: 25 minutes 45.6 seconds (Upping resolution always increases times quite drastically. And no doubt the wate added its 'thing' too.). I adjusted the default scene from previously; zeroed the morph, and added another but instead of taking it upwards for hills I added a little in the negative and made a lake. It looks great; the only issue is the dividing line between ground and water is a bit harsh. I'm wondering if there are any tips to get rid of it; some post pro bluring might work at a pinch, but looking for ideas.

    I'd be tempted to use the HDRI to light the figures in a scene and render the background seperately, if memory was becoming an issue.

    I just watched the video - did you try setting the water to refraction instead of reflection?  something was mentioned that refraction would allow what's under the water to show through a bit so maybe that would ease the transition line?  No idea since I haven't even loaded it but I watched the video on my lunch just now lol.

    I thought I'd chosen refraction, but it didn't look like it, and as I didn't save the scene, I can't check.

  • WonderlandWonderland Posts: 7,137

    Ok, thanks! Unfortunately this leads to more questions... (And thanks, you guys, for being so helpful with your answers! )  

    1. Can the water from TD3 be used as a prop (or figure) in another scene? Like if I just wanted to do an underwater scene with no land or put a small lake in another smaller terrain?

    Yes indeed! As can the Atmosphere. Heck you can even use the terrain as a "Container" for other sets.

    2. Can we use the shaders from TD3 on other things besides TD3?

    Yes you can! We included the Base Shaders for the Terrain, Water, and Atmosphere in the Utilities folder.

    Because the materials are well... material files, they won't apply to the other item so this is what I do:

    -Apply the material I want to use to a TD3 terrain
    ​-Apply the Terrain base shader to the prop/element. (You will need to have it selected in the scene inventory pane, and the surfaces you want to edit in the Surfaces tab)
    ​-In the surfaces tab, select the terrain, copy the material settings
    ​-Paste these to the prop's surfaces you want to use
    ​-Adjust the tiling (To say 3x3 for larger things, 1x1 for smaller props)
     

     

    3. Since I use both Poser and DS, I'm pretty sure I can use all these things really except the big unanswered question: has this been tested on a Mac? Macs can't use Nvidia cards or outside graphic cards (so I've been told) and I have to render directly with the CPU. So wondering if it has been tested on a Mac..?

    By us..... no, but if it comes up there is an issue, we will bust our backs in fixing it. I have rendered it CPU only however with no issues.

     

    Thanks again, you guys, for taking the time to answer all our questions! :)

    You are most welcome!

    Thanks again! Copied and pasted that to my personal DS manual that I created to keep all useful DS instructions :)

  • HaslorHaslor Posts: 408

     

    Haslor said:

    Are you going to introduce most, if not all, of the add on products you have for TD2 for TD3? (35 product library, which does not include props which were made to work with TD2)

    That really depends on a per-product basis. TerraLuna3 is done and in the pipeline. Things like TerraFirma (With the grass materials) are nearly impossible to do in Iray without the micro-polygon displacment. Northern lights is back as Southern lights (Andy re-constructed this from scratch for TD3.) Skies can be converted (We included 4 of the classic TD2 skies in the TD3 package as a bonus) - but it is a slightly lengthy process. On the whole, I think we will all be exploring the possabilites for things we couldn't do in TD2 because of the limitations. Lots of top secret stuff in the works!

    I understand about TerraFirma, and it is the one thing I would love to see added into Iray bag of tricks and it would be a reason to do a 3Delight version of the TD3, but I understand that would shut other doors and you have to make the choice of which door to open. And I understand it is time eating process, to bringe something this vast and complex to market.

    Thanks for the insight. As for the TS-Stuff, it always sound interesting. (New Kid Christmas morning, with the wrapped present and mother saying, "Wait for your brothers and sister.")

    Haslor

  • IceDragonArtIceDragonArt Posts: 12,806
    nicstt said:
    nicstt said:

    Thanks nicstt, appreciate the test. I have a 970 also, but I try to reduce overhead as much as possible.

    Another question, how is the ground resolution at source? If I have a figure kneeling and that part of the ground is in view, how does it look

    I'll render a close up.

    I just finished the attached 3000x1688; it took 2016-50-29 15:50:51.120 Total Rendering Time: 25 minutes 45.6 seconds (Upping resolution always increases times quite drastically. And no doubt the wate added its 'thing' too.). I adjusted the default scene from previously; zeroed the morph, and added another but instead of taking it upwards for hills I added a little in the negative and made a lake. It looks great; the only issue is the dividing line between ground and water is a bit harsh. I'm wondering if there are any tips to get rid of it; some post pro bluring might work at a pinch, but looking for ideas.

    I'd be tempted to use the HDRI to light the figures in a scene and render the background seperately, if memory was becoming an issue.

    I just watched the video - did you try setting the water to refraction instead of reflection?  something was mentioned that refraction would allow what's under the water to show through a bit so maybe that would ease the transition line?  No idea since I haven't even loaded it but I watched the video on my lunch just now lol.

    I thought I'd chosen refraction, but it didn't look like it, and as I didn't save the scene, I can't check.

    I had literllay just read your quote about the water line then watched the video which is what made me think of it.  You could probably blend it a bit in Gimp or Photoshop as well I would think.

  • I been looking at this and was wanting to know can all the promos in the base product be achieved with just the base like the snow covered promos or would this require one of the addons so as i know what i should be adding to get the look of all the promos in the base product. as of now i have base and the Hdr skies, once available TerraLuna, quite possibly wounded land.

  • DzFireDzFire Posts: 1,473

    Now I truly have a place to play with my vehicles in. Awesome job folks!

  • KnittingmommyKnittingmommy Posts: 8,191
    DzFire said:

    Now I truly have a place to play with my vehicles in. Awesome job folks!

    Now that's something I'd love to see.  DzFire vehicles in the Badlands!

  • XenomorphineXenomorphine Posts: 2,421
    edited August 2016

    After having looked through the tutorial video, I can only express my appreciation for this product! Just hoping the discounted offers will last until the first of the month, so that I could apply my Platinum Club voucher to it. :)

    The advent of Iray has caused a lot of former environmental sets to become obsolete, but this looks like it'll be a one-stop 360 degree solution. Am hoping this will be as good as I hope for underwater canyons, too. As good as it is, what really sells me on this product is the additional included volumetric atmospheric haze. Something I've been wanting for a very long time! The product for aroura effects is the same - finally, some Iray-compatible starfields!

    This is going to be a huge help.

    If there are going to be weather effects (especially for lightning) and alternative coloured skies for alien or fantasy worlds, this should cover just about any environment required.

    Post edited by Xenomorphine on
  • ermullens said:

    I been looking at this and was wanting to know can all the promos in the base product be achieved with just the base like the snow covered promos or would this require one of the addons so as i know what i should be adding to get the look of all the promos in the base product. as of now i have base and the Hdr skies, once available TerraLuna, quite possibly wounded land.

    Any of the promos on the main product page can be done with just the base. Infact we included 4 of the scenes from the promos (Lake Swim, The Snake Charmer, The Mars Guy with the Phone Box, and The Dinos One)  - so you can see how we set them up, or just use them as a base for your own renders.

  • Oso3DOso3D Posts: 15,088

    Ah, I think I understand this better... so the Terradome zones have a bunch of landscapy morphs baked into them that you can dial.

    So this isn't an 'import terrain' thing.

    However, you can certainly take existing terrains or imported terrains and apply your shaders... right?

     

  • Oso3DOso3D Posts: 15,088

    And yep, totally able to apply to other stuff. Awesome.

     

  • UthgardUthgard Posts: 878
     

    2. Can we use the shaders from TD3 on other things besides TD3?

    Yes you can! We included the Base Shaders for the Terrain, Water, and Atmosphere in the Utilities folder.

    Because the materials are well... material files, they won't apply to the other item so this is what I do:

    -Apply the material I want to use to a TD3 terrain
    ​-Apply the Terrain base shader to the prop/element. (You will need to have it selected in the scene inventory pane, and the surfaces you want to edit in the Surfaces tab)
    ​-In the surfaces tab, select the terrain, copy the material settings
    ​-Paste these to the prop's surfaces you want to use
    ​-Adjust the tiling (To say 3x3 for larger things, 1x1 for smaller props)

    Yes, we can, as Traveler already stated. This is going to be a godsend for merging already existing landscapes with far off Terradome terrains (or for having close-ups platforms for the characters with finer tiling).

  • RalfZRalfZ Posts: 31

    I bought it and I think it's great, but I'm afraid it's not for me. Iray just takes too long to render on my system. Who knows, perhaps someone comes up with 3Delight shaders in the future.

  • PennamePenname Posts: 347

    I have been envious of the Poser users for a while with the TD2, so this was an instant buy.  Well, actually still in the cart as I contemplate what to add.  VERY excited.  Thanks so much for the introductory sale prices!

  • Oso3DOso3D Posts: 15,088

    I played with a little in 3DL, and it looks like the sort of shader that should TOTALLY be doable in 3DL.

    But I don't know if any existing shader really does what this one does, and I don't have the chops to make one (though maybe someday...)

     

  • Is there a, or could there be a volcano somewhere in the terraDome? Does anyone know or of an add-on or prop that will work. I've got it and wounded land in my cart now and I need a good volcano scene for an upcoming story. 

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