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	<title>TGBlog</title>
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	<link>http://en.tgblog.de</link>
	<description>all things Terragen</description>
	<lastBuildDate>Thu, 24 Jun 2010 20:27:59 +0000</lastBuildDate>
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		<title>Free Edition available, New Prices</title>
		<link>http://en.tgblog.de/?p=121</link>
		<comments>http://en.tgblog.de/?p=121#comments</comments>
		<pubDate>Thu, 23 Apr 2009 20:51:27 +0000</pubDate>
		<dc:creator>Nikita</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://en.tgblog.de/?p=121</guid>
		<description><![CDATA[The free edition of Terragen 2.0 is now available through Planetside&#8217;s new wobsite: http://www.planetside.co.uk/content/view/21/36/ and finally, the new prices have been announced. The current prices will be valid till 30 days from today on. From then, Deep and Deep Animation will cost $100 more. That is $299 for the Deep version and $399 for the [...]]]></description>
			<content:encoded><![CDATA[<p>The free edition of Terragen 2.0 is now available through Planetside&#8217;s new wobsite:<br />
<a href="http://www.planetside.co.uk/content/view/21/36/">http://www.planetside.co.uk/content/view/21/36/</a></p>
<p>and finally, the new prices have been announced. The current prices will be valid till 30 days from today on. From then, Deep and Deep Animation will cost $100 more. That is $299 for the Deep version and $399 for the animation version.  Further information can be found in the forum: <br />
<a href="http://forums.planetside.co.uk/index.php?topic=5978.msg65130#msg65130">http://forums.planetside.co.uk/index.php?topic=5978.msg65130#msg65130</a></p>
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		<title>Terragen 2 + 1300 XfrogPlants for $699</title>
		<link>http://en.tgblog.de/?p=115</link>
		<comments>http://en.tgblog.de/?p=115#comments</comments>
		<pubDate>Wed, 22 Apr 2009 21:11:41 +0000</pubDate>
		<dc:creator>Nikita</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://en.tgblog.de/?p=115</guid>
		<description><![CDATA[Greenworks now offers Terragen 2 Animation bundled with 1320 of their plants at only $699! This offer is valid through May 30. TG2 Animation alone costs $299, so you essentially get models of 440 different species for $400. A pretty good price. If you buy the plants through Greenworks&#8217; online shop, you will only get about 54 species for the [...]]]></description>
			<content:encoded><![CDATA[<p>Greenworks now offers Terragen 2 Animation bundled with 1320 of their plants at only $699! This offer is valid through May 30.</p>
<p>TG2 Animation alone costs $299, so you essentially get models of 440 different species for $400. A pretty good price. If you buy the plants through Greenworks&#8217; online shop, you will only get about 54 species for the same money!</p>
<p>If you already own TG2, you will get a discount &#8220;equivalent to their original purchase price.&#8221;</p>
<p>Source: <a href="http://www.xfrogdownloads.com/greenwebNew/news/Terragen2_XfrogPlants_EarthDay.html">http://www.xfrogdownloads.com/greenwebNew/news/Terragen2_XfrogPlants_EarthDay.html</a></p>
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		<title>TG2 Final in March</title>
		<link>http://en.tgblog.de/?p=109</link>
		<comments>http://en.tgblog.de/?p=109#comments</comments>
		<pubDate>Fri, 20 Mar 2009 14:05:50 +0000</pubDate>
		<dc:creator>Nikita</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

		<guid isPermaLink="false">http://en.tgblog.de/?p=109</guid>
		<description><![CDATA[I guess most of you already know this. Matt announced the final release of Terragen 2 will be released be this march. He also made clear that the deadline for pre-purchasing TG2 will be announced beforehand so that everybody who want&#8217;s to get a copy at the lower pre-purchase price will be able to do [...]]]></description>
			<content:encoded><![CDATA[<p>I guess most of you already know this.</p>
<p>Matt announced the final release of Terragen 2 will be released be this march. He also made clear that the deadline for pre-purchasing TG2 will be announced beforehand so that everybody who want&#8217;s to get a copy at the lower pre-purchase price will be able to do so.</p>
<p>The release will contain mostly bug fixes plus some new features like</p>
<ul>
<li>incremental saving</li>
<li>a tool to measure distances</li>
<li>camerapaths will be visible in the preview</li>
<li>there will be a way to copy/paste coordinates, height and other properties of the terrain</li>
</ul>
<p>However.. Planetside has been very bad at announcing release dates. A final release has been announced several times in the past and nothing ever happened. So we&#8217;ll have to wait and see whether or not something happens in the next two weeks.</p>
<p><span id="more-109"></span>For something different: It has been quite in this blog lately, but I&#8217;ll make up for it sometime. I was going to write &#8220;soon&#8221; but I didn&#8217;t want to make promises <img src='http://en.tgblog.de/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  But if everything works out, I&#8217;m sure you&#8217;ll find it interesting and useful.</p>
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		<title>Number of Samples</title>
		<link>http://en.tgblog.de/?p=44</link>
		<comments>http://en.tgblog.de/?p=44#comments</comments>
		<pubDate>Fri, 16 Jan 2009 17:36:00 +0000</pubDate>
		<dc:creator>Nikita</dc:creator>
				<category><![CDATA[Documentation]]></category>

		<guid isPermaLink="false">http://en.tgblog.de/?p=44</guid>
		<description><![CDATA[Number of Samples is a parameter that can be found in the settings of Cloud Layers and Atmospheres, located in the Atmosphere tab. It changes the quality of the clouds and atmosphere respectively by reducing random noise. But how are Samples involved in atmosphere rendering? A cloud is basically made up of billions of small [...]]]></description>
			<content:encoded><![CDATA[<p><span style="font-style: italic">Number of Samples</span> is a parameter that can be found in the settings of Cloud Layers and Atmospheres, located in the Atmosphere tab. It changes the quality of the clouds and atmosphere respectively by reducing random noise.</p>
<p style="text-align: center"><img src="http://tgblog.de/wp-content/uploads/2007/08/samples_atmo.gif" alt="samples_atmo.gif" /></p>
<p style="text-align: center"><img src="http://tgblog.de/wp-content/uploads/2007/08/samples_clouds.gif" alt="samples_clouds.gif" /></p>
<p>But how are <span style="font-style: italic">Samples</span><span style="font-style: italic"> </span><span style="font-style: italic">involved in atmosphere rendering</span>?<span id="more-44"></span></p>
<p>A cloud is basically made up of billions of small water drops &#8211; to simulate these and the rays of light that hit and pass through them in a physically correct way would be a challenge for a supercomputer. To render an image we luckily don&#8217;t need physical correctness &#8211; clouds are simulated only as detailed as is required for a realistic appearance.</p>
<p>To render a cloud, the algorithm has to make a descision on whether the ray of light hits a particle/drop &#8211; and is either redirected or absorbed &#8211; or not. This decision is, to some extent, made randomly.  This is no restriction, since raindrops in a cloud are randomly distributed anyway.</p>
<p>With this kind of random distributions you rarely get soft shapes though.<br />
Let&#8217;s look at a similar &#8220;experiment&#8221;: Dice roll. The probability is equal for each side. Yet, after 12 throws, not every side will have shown an equal amount of times.</p>
<p style="text-align: center"><img src="http://tgblog.de/wp-content/uploads/2007/08/12.gif" alt="12.gif" /><img src="http://tgblog.de/wp-content/uploads/2007/08/1012.gif" alt="1012.gif" /></p>
<p align="left">In the first diagram 12 throws are shown, the second shows another 1000. You can see that with more than 1000 throws the random results begin to form a predictable distribution.<br />
Remember: The more samples, the better will the outcome approximate a certain value. More samples mean less random results.</p>
<p align="left">In TG2 practice, that means less noise. You have to figure out, though, which part of the image is noisy. If it is the whole atmosphere, especially when creating sun rays, then the samples in <em>Atmosphere 01</em> must be increased. If it&#8217;s only the clouds that are noisy, then you have to change the value in that particular Cloud-Layer.</p>
<p align="left">Some examples:</p>
<p align="left"><a title="001-326.jpg" href="http://tgblog.de/wp-content/uploads/2007/08/001-326.jpg"><img title="001-326.jpg" src="http://tgblog.de/wp-content/uploads/2007/08/001-326.thumbnail.jpg" alt="001-326.jpg" align="left" /></a></p>
<p align="left">1 Sample &#8211; The extreme example. It&#8217;s clearly visible that the clouds are made of only thousands of particles. So only one sample is clearly not enough. It doesn&#8217;t even fill up the clouds.</p>
<p align="left">Additional render time for the clouds*:  1min 12s</p>
<p align="left"><a title="008-455.jpg" href="http://tgblog.de/wp-content/uploads/2007/08/008-455.jpg"><img title="008-455.jpg" src="http://tgblog.de/wp-content/uploads/2007/08/008-455.thumbnail.jpg" alt="008-455.jpg" align="left" /></a>8 Samples &#8211; That already looks good, but the edges still look a bit shredded, which is often unwanted.</p>
<p align="left">Additional render time for the clouds*:  2min 41s</p>
<p align="left">
<p align="left"><a title="032-1017.jpg" href="http://tgblog.de/wp-content/uploads/2007/08/032-1017.jpg"><img title="032-1017.jpg" src="http://tgblog.de/wp-content/uploads/2007/08/032-1017.thumbnail.jpg" alt="032-1017.jpg" align="left" /></a>32 Samples &#8211; Any noise is gone. The render does take longer though, so you might want to go down to 16 samples on large images.</p>
<p align="left">Additional render time for the clouds*:  8min 03s</p>
<p align="left">In the last image we can see that the sky and rays in the bottom left corner still suffer from noise &#8211; this can be solved by increasing the sample count of Atmosphere 01. Most of the time you should first increase the sample count of the atmosphere, since it affects the entire atmosphere. If you only see noise in the clouds, then increase those samples.</p>
<p align="left">More samples affect the rendertime greatly, under some circumstances you might have to employ a lot of samples and endure long hours of rendering to get a satisfactory result.</p>
<p align="left">*Render time in addition to render time for the image without clouds.</p>
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		<title>Near Clip Distance</title>
		<link>http://en.tgblog.de/?p=43</link>
		<comments>http://en.tgblog.de/?p=43#comments</comments>
		<pubDate>Fri, 16 Jan 2009 14:30:34 +0000</pubDate>
		<dc:creator>Nikita</dc:creator>
				<category><![CDATA[Documentation]]></category>

		<guid isPermaLink="false">http://en.tgblog.de/?p=43</guid>
		<description><![CDATA[Near Clip Distance is the distance from the camera*, where TG2 starts rendering the Preview. TG2 lets us change the Near Clip Distance to prevent display errors. What that means is best explained using an example. You may already know the problem. You could be trying to render a small object up close, perhaps a [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://tgblog.de/wp-content/uploads/2008/01/vorher.thumbnail.png" alt="vorher.png" align="right" /><em>Near Clip Distance</em> is the distance from the camera*, where TG2 starts rendering the Preview. TG2 lets us change the Near Clip Distance to prevent display errors. What that means is best explained using an example.  <span id="more-43"></span></p>
<p>You may already know the problem. You could be trying to render a small object up close, perhaps a grass clump &#8211; just to see if it even renders, or if the textures are imported correctly, etc. From farther above, all seems normal, but if you want to see a close-up of the object:</p>
<p style="text-align: center"><img src="http://tgblog.de/wp-content/uploads/2008/01/vorher.png" alt="vorher.png" /></p>
<p>The problem also occurs when you come too close to the surface in general. The 3D constructs that TG2 uses to render the preview won&#8217;t show up when they are too close. The threshold that defines &#8220;too close&#8221; is the <em>Near Clip Distance</em>. Luckily that value is easy to increase (or decrease) using the shortcuts found in <em>Help &gt; Mouse and Key Settings</em>. The preview has to be active for this to work. You can tell that it&#8217;s active by the dotted frame around the preview.</p>
<p>A quick tap on the &#8216; [ ' key and the preview looks normal again:</p>
<p style="text-align: center"><img src="http://tgblog.de/wp-content/uploads/2008/01/nachher.png" alt="nachher.png" /></p>
<p>However, the opposite effect is also helpful! When a planet looks like this, for instance:</p>
<p style="text-align: center"><img src="http://tgblog.de/wp-content/uploads/2008/01/planet-vorher.png" alt="planet-vorher.png" /></p>
<p>... hitting ' ] &#8216; a few times makes it look like this:</p>
<p style="text-align: center"><img src="http://tgblog.de/wp-content/uploads/2008/01/planet-nachher.png" alt="planet-nachher.png" /></p>
<p>Why do we have to change the distance ourselves?</p>
<p>Graphics cards can&#8217;t handle infinite worlds, only parts of them. The problem: the piece that is handled in the preview is already at maximum size, covering everything starting just in front of the camera and reaching thousands of kilometers into space. To guarantee the best view, TG2 adjusts the near and far clipping distance so that the visible part is in fact in front of the camera and reaches as far as far as the graphics card can take it. Beyond that we get graphics errors, as with the planet in the example.</p>
<p>These kinds of errors can occur in the sky under normal circumstances as well. That&#8217;s often due to missing or old drivers. Or possibly it&#8217;s the graphics card that has reached its limits. That doesn&#8217;t mean, however that newer is always better.</p>
<p>*&#8221;Camera&#8221; doesn&#8217;t mean the Render camera, but the imaginary camera, that supplies the image for the Preview. Source: Planetside-Forum <a href="http://forums.planetside.co.uk/index.php?topic=2906.msg29409#msg29409">[1]</a>, <a href="http://forums.planetside.co.uk/index.php?topic=2769">[2]</a>.<a href="http://forums.planetside.co.uk/index.php?topic=2906.msg29409#msg29409"><br />
</a></p>
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		<title>New Header Image</title>
		<link>http://en.tgblog.de/?p=82</link>
		<comments>http://en.tgblog.de/?p=82#comments</comments>
		<pubDate>Mon, 15 Dec 2008 17:03:35 +0000</pubDate>
		<dc:creator>Nikita</dc:creator>
				<category><![CDATA[Meta]]></category>

		<guid isPermaLink="false">http://en.tgblog.de/?p=82</guid>
		<description><![CDATA[I&#8217;ve been pretty busy the last months and there haven&#8217;t been many articles except to inform about updates. This will (hopefully) change very soon! Well, probably after christmas etc. Unless a new release of TG2 happens before.. For a start, I made a new header image replacing the boring default one. After having seen this painting [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been pretty busy the last months and there haven&#8217;t been many articles except to inform about updates. This will (hopefully) change very soon! Well, probably after christmas etc. Unless a new release of TG2 happens before..</p>
<p>For a start, I made a new header image replacing the boring default one. After having seen <a href="http://www.gatetonowhere.de/gallery/details.php?image_id=124">this painting by Tinga</a> I&#8217;ve decided to try an iceberg with TG2 but make it more realistic than the TG2 icebergs I&#8217;ve seen lately. I think it came out pretty nice although it&#8217;s still far from being photo realistic.</p>
<p>I hope you like it!</p>
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		<title>Deep Beta released</title>
		<link>http://en.tgblog.de/?p=73</link>
		<comments>http://en.tgblog.de/?p=73#comments</comments>
		<pubDate>Sun, 09 Nov 2008 23:34:42 +0000</pubDate>
		<dc:creator>Nikita</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://en.tgblog.de/?p=73</guid>
		<description><![CDATA[The beta has just been released to the purchasers of the deep editions. As usual, you can download it using the link in the e-mail that you got or via the update function. Though well behind schedule, Planetside included some new features like an unlimited undo history, more anti-aliasing algorithms (including some sort of blooming) and [...]]]></description>
			<content:encoded><![CDATA[<p>The beta has just been released to the purchasers of the deep editions. As usual, you can download it using the link in the e-mail that you got or via the update function.</p>
<p><a href="http://en.tgblog.de/wp-content/uploads/2008/11/aa.jpg"><img class="size-thumbnail wp-image-76 alignright" title="Blooming" src="http://en.tgblog.de/wp-content/uploads/2008/11/aa-150x150.jpg" alt="Blooming" width="150" height="150" /></a>Though well behind schedule, Planetside <a href="http://forums.planetside.co.uk/index.php?topic=5025.msg51999#msg51999">included some new features</a> like an unlimited undo history, more anti-aliasing algorithms (including some sort of blooming) and the new painted shader. Fortunately, they all work and didn&#8217;t seem to introduce any new bugs. Plus they are really useful!</p>
<p>Especially the painted shader will come in handy in countless situations. Combined with the right nodes, you can paint holes into clouds to get rays pointing exactly to the place you want. You can draw populations, displacement, textures where you need them.</p>
<p style="text-align: center;"><img class="size-medium wp-image-75 aligncenter" title="Painted Shader" src="http://en.tgblog.de/wp-content/uploads/2008/11/painted-300x233.png" alt="Painted Shader" width="300" height="233" /></p>
<p>As usual, a number of known problems with the renderer and ui have been fixed, some improving perfomance a bit &#8211; but there are still several bugs to be fixed. A complete change list can be found in the <a href="http://forums.planetside.co.uk/index.php?topic=5137.msg53191#msg53191">Planetside Forum</a>.</p>
<p>It seems a release this year <em>might </em>be possible.</p>
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		<title>Patch for World Machine released</title>
		<link>http://en.tgblog.de/?p=69</link>
		<comments>http://en.tgblog.de/?p=69#comments</comments>
		<pubDate>Mon, 13 Oct 2008 12:21:23 +0000</pubDate>
		<dc:creator>Nikita</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://en.tgblog.de/?p=69</guid>
		<description><![CDATA[Stephen has released an update for World Machine 2 fixing various problems that occurred with WM2 and improving support for vista. The new Free Edition can be downloaded from the website. Instructions for owners of a standard or professional license as well as a change log can be found at the WM forums.]]></description>
			<content:encoded><![CDATA[<p>Stephen has released an update for World Machine 2 fixing various problems that occurred with WM2 and improving support for vista.</p>
<p>The new Free Edition can be <a href="http://world-machine.com/download.html">downloaded from the website</a>. <a href="http://forum.world-machine.com/index.php?topic=992.msg5820#msg5820">Instructions for owners of a standard or professional license</a> as well as a change log can be found at the <a href="http://forum.world-machine.com/index.php?topic=992.0">WM forums</a>.</p>
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		<title>TP5 Free released</title>
		<link>http://en.tgblog.de/?p=50</link>
		<comments>http://en.tgblog.de/?p=50#comments</comments>
		<pubDate>Thu, 31 Jul 2008 12:36:46 +0000</pubDate>
		<dc:creator>Nikita</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://en.tgblog.de/?p=50</guid>
		<description><![CDATA[Finally, users of the free version can benefit from all the improvements made since TP2! You can get the fifth tech preview on the website. Have fun!]]></description>
			<content:encoded><![CDATA[<p>Finally, users of the free version can benefit from all the improvements made since TP2! You can get the fifth tech preview <a href="http://www.planetside.co.uk/terragen/tg2/tg2tp/index.html">on the website</a>.</p>
<p>Have fun!</p>
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		<title>TP5 Release</title>
		<link>http://en.tgblog.de/?p=49</link>
		<comments>http://en.tgblog.de/?p=49#comments</comments>
		<pubDate>Fri, 18 Jul 2008 18:10:14 +0000</pubDate>
		<dc:creator>Nikita</dc:creator>
				<category><![CDATA[News]]></category>

		<guid isPermaLink="false">http://en.tgblog.de/?p=49</guid>
		<description><![CDATA[Planetside just released the fifth tech preview! You can get it by following the link in the e-mail you were sent. The new build contains multple bugfixes and changes to the surface and distribution shader. You can at last mask the surface shader with a blending shader of your choice without having to use the [...]]]></description>
			<content:encoded><![CDATA[<p>Planetside just released the fifth tech preview! You can get it by following the link in the e-mail you were sent.</p>
<p>The new build contains multple bugfixes and changes to the surface and distribution shader. You can at last mask the surface shader with a blending shader of your choice without having to use the fractal breakup workaround. The distribution shader has options for altitude and slope key now.<br />
The planet surface shader has been removed and will not be developed further in the future.</p>
<p><strong>edit:</strong> The update is for pre-purchasers only, the announcement can be found over <a href="http://forums.planetside.co.uk/index.php?topic=4463.msg46821#msg46821">in the planetside forums</a>.</p>
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