Home

River via Image Map Shader

Wednesday, April 23rd, 2008 | Author:

TG2 can do rather a lot, but some things are a long time coming. Among them is transparent water and, of course, water flowing downwards. I set about looking for a plausible simulation.

more…

Category: Advanced, How to.. | 2 Comments

Fake Stones Shader via Blending Shader

Saturday, April 19th, 2008 | Author:

If you have ever tried to scatter Fake Stones by means of Slope, you may have realised that it comes with quite an amount of secondary effects attached that are sometimes hard to deal with. The aim of this tutorial is, therefore, to present a method with only two Shaders that – nonetheless – provides immaculate results. more…

Category: Advanced, How to.. | 3 Comments

Creating Dry Mud Surfaces Using Voronoi

Friday, March 07th, 2008 | Author:

Among the functions of TG2 we can find the function called “Voronoi”. If you’re well schooled in World Machine, you know that it can sometimes be a helpful one. The following is one possibility to use the Voronoi function to create dry, cracked ground. more…

Category: How to.., Pro | 4 Comments

Canyon

Friday, March 07th, 2008 | Author:

A nifty little canyon isn’t that easy.

You’ll find out at the latest when your Mesh looks like an accordion and your Redirect does things it shouldn’t do: either nothing at all, too much, or it results in a render time only Methuselah would appreciate. Hence this tutorial explaining how one can model a canyon with simple means and low render times.

A possible result will look something like this:

Well, the ground surface is miserable but that’s not the point here.

more…

Category: Beginner, How to.. | 17 Comments