More information about the upcoming release

Friday, April 25th, 2008 | Author:

Matt posted an exhaustive list of changes and known bugs in the alpha that will be released next week. Take a look at the official announcement!

Thanks to some Italian Anonymous for pointing me at the thread. :)

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Alpha release within the next seven days!

Tuesday, April 22nd, 2008 | Author:

Matt has just announced that a build of the current TG2 alpha will be released within the next seven days! This potentially unstable release will be available to pre-purchasers only.

We now (at last!) have alpha builds that we think many of you will benefit from, and we will make something available to licensed pre-purchasers within the next 7 days. You should consider it “unstable” – we wouldn’t recommend using it in production or using it if you are concerned about new crashes and render problems – but it is ready for those who would like to test the new features and fixes we’ve made while the application is still a little unstable.


[T]here will be a separate Beta release at a later date. We’re not quite ready for Beta (i.e. feature-frozen for final release), but we are very close. The unstable release is essentially an alpha build that we’re making available to those who really want to get their hands dirty or get a glimpse of what’s new.

Read the full post and Matt’s replies to user questions over at the planetside forum.

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Machine independent render times

Friday, April 18th, 2008 | Author:

Asked about render times of the transparency samples, Matt answered with this:

Render times were about 3 hours (on one core) for each of the latest two renders, on computers which render Karsten’s TG2 benchmark in about 5 or 6 minutes.
(source: Matt at the Planetside-forum)

This gave me the idea to use Karsten’s benchmark table to define a new measure for render times that allows for fast comparison of the time it takes to render a specific scene – even if you don’t know the speed of the machine it was rendered on. more…

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Images from TG2alpha

Sunday, April 13th, 2008 | Author:

By now, several images have been released showing off TG2s new transparency feature. Here’s a collection of the imagery shown so far in chronological order. more…

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Welcome to the TGBlog!

Tuesday, April 08th, 2008 | Author:

Hi there!

Last fall, I decided to write a blog about Terragen, in particular about the tech preview. It started as an experiment but worked quite well and I got a lot of positive feedback from the community.

I had a few international visitors too but most of them left again instantly because the site was in German. So I wondered if it’d be possible to make an English version. Since then I found a team to do the translation, set up a new blog and today we’re starting this new experiment!

There will be small how-to’s, tricks, news and probably a lot of links too. However, I don’t want this to become one of those highly redundant and annoying blogs that do nothing but aggregate content. We want this to be a place where you can find helpful, well-written articles and stay up to date on the development of TG2 even if you don’t have much time via RSS feed.

So.. what do you think of all his? Let us know in the comments, please! :)
(anonymously if you want)


Category: Meta | 6 Comments

Ideal restriction of populations

Friday, March 07th, 2008 | Author:

A substantial problem with populations is their resource requirement. Having several populations in a scene often requires hundreds of megabytes or even gigabytes of memory.

Before Vista was released in 2007, the typical PC had been equipped with relatively little memory. But you don’t get very far with 512MB. Furthermore, the population process can take quite some time.
So, what do populations have to be like if you want them to be generated fast and economically? more…

Category: Advanced, How to.., Ideas, Meta, Pro, Tricks | 12 Comments

Rotating Terrains using Functions

Friday, March 07th, 2008 | Author:

A while ago, someone asked me how to rotate heightfields. Not even every terrain editor offers an option to rotate a heightfield 90°, which could be easily implemented. TG2 doesn’t provide this functionality either, let alone rotation by an arbitrary angle. Only 180° rotation is possible – by setting both Flip options.

Using the following method, you will be able to rotate heightfields by an angle in the range (-90°, 90°). That is excluding -90° and 90°. Rotations by 90° and multiples should be performed in an external editor. more…

Category: How to.., Pro | One Comment

Import and arrange objects

Friday, March 07th, 2008 | Author:

Inserting objects into a scene isn’t as difficult as it may seem, as long as you have compatible objects. This tutorial refers to the free Xfrog plants offered at Planetside: Download
It works, however, with all other compatible objects as well.

Here we will insert the medium age sweet birch (BL02m_Sweet_Birch.tgo), very typically, on top of a hill.

untitledhill.jpg more…

Category: Beginner, How to.. | 3 Comments

Strata via Imagemap Shader

Friday, March 07th, 2008 | Author:

Strata are layers of rock as you know them from the Grand Canyon or other rock faces. We can, again, easily simulate these coloured layers in TG2. more…

Category: Beginner, How to.. | Leave a Comment