Stottys
Terragen Lightray Tips
ASSOCIATED
FILES: Terrain
and World File in ZIP format
How
to woo your audience with lightrays - OK - stop getting giddy and
concentrate.
Like
my texture tips guide, This is not intended as a tutorial, but a
brief guide on Lightrays. I am also assuming the intended audience
has some knowledge of Terragen. If you need guidance on starting
out in Terragen, try the tutorial by Carol Brooksbank at http://caroluk2.crosswinds.net/terratut/
QUICK
AND DIRTY SOLUTION - A guarranteed ray producer:
1.
Load terragen ( I'm using v0.9.08 ) without any additional files
2. in the sun dialog, set sun altitude to 15, heading to 0 and 'clouds
cast shadows' to on
3. In the clouds dialog, change sky size to 10,000 and altitude
to 500
4. in the rendering dialog, change camera heading to 0.
5. render preview.
If
you don't immediately get rays, then your sun isn't being blocked
by the clouds, rectify this by either adjusting the sun height and
heading or increase the cloud shift value.
Now
on with the guide, the following will attempt to clarify why those
quick 5 steps got you those rays..
There
are three dialogs in Terragen I will be looking at in this, the
Cloudscape, Atmosphere and Lighting Conditions.
You
might want to load the world file and terrain at this stage so you
can follow my steps.
Atmosphere
The common error in attempting to get lightrays is to think that
haze is the culprit - it isn't directly related but will really
only have an good effect on rays coming in from the side of the
scene or over the tops of the mountians, so use this dialog only
to get your colouration of the sky. For this guide - I have virtually
no haze setup (Thats essentially the density) and my half-heights
are reasonably close to the defaults.
Lighting Conditions
We are only going to look at the first tab in this dialog.
The
"Direct Sunlight" one, the checkbox "Clouds Casts
Shadows" needs to be checked for rays to work.
The
Sunlight strength will also have a big impact - becasue you will
be placing your sun partly behind clouds (I'll come back to that),
your sunlight needs to be quite powerful, the lower down in the
sky the brighter it sould be. For my example, a 1600% strength ensures
the beams will reach the ground.
The
only other part of this dialog is the position of the sun - I will
refer to this when I explain about the clouds.
Cloudscape
This is the most important dialog where lightrays are concerned.
I will
try and use a torch as an expample - place a torch on the table
and aim the light beam onto a wall, than put your fingers close
to the torch - you will cast a shadow on the wall, now move your
hand towards the wall, your finger shadow will blur - This is the
same with the clouds - the higher the altitude the better the rays
- this does have a downside in that you will need a large sky for
this.
Cloud
Generation
Lets generate some clouds - select the "Generate Clouds"
button and select a cloud size 3 to 4 notches away from the max
setting and select a Persistence of about 34 (persistence determines
how many smaller clouds are generated around the larger clouds).
Altitude
Set your altitude to be around 300 - 500 - the higher the better,
but bear in mind that your sky will need to grow for this. (if you
get to a point where your sky is 10000 and your clouds are not high
enough, adjust your terrain height in the Bound vertical part of
the modify terrain settings from say -20 to +80 will then become
-40 to +60)
Depth/Thickness
The thickness of the cloud does not really bear any relation to
the rays - use this to get your glouds looking real it can be as
low as two but, the higher the number, the better the rays are defined,
use 6 or higher for a better result.
3D
clouds
Use only for cloud realism - again - this doesn't affect rays
Darkening
Another setting which won't stop rays - the darker the better though,
as your rays will stand out more agains darker clouds.
Density
Contrast
This is probably the most important one for definition of the rays
- the higher the contrast, the sharper the edge of the cloud - think
back to your torch, this will simulate the edges of your fingers,
if you yous cotton wool instead of fingers, don't expect rays, you
need well defined edges, so in this case, the higher the contrast
setting, the better the definition of the ray. There is a downside
to this though, your clouds will start to look like cardboard with
this setting too high.
Density
shift
This and your generate clouds button will drive you made for sure
- Once you have generated some clouds, use this to increase or descrease
the quantity of cloud cover. What you should be aiming for is a
hole in the clouds where you want your sun to come through.
SUN POSITION
This last part is the most crucial part. It is no good trying to
think about getting rays if your sun is in full view. You need to
hide behind the clouds. Depending on where you want your rays, depends
on position. I like to see some part of my terrain in sunlight when
I do the scenes, so I try and get a tiny piece of sun to peep out
from the edge of a cloud. The most dramatic rays are usually produced
if the sun peeks out from the bottom of a cloud.
Use
your "Lighting Conditions" dialog box to adjust the placement
of the sun - the pic on the left denotes the direction of the sun
toward the centre of your map and the picture itself shows the shadows
it will create on your map. The pic on the right is the height of
the sun in the sky.
Have a play around with the sample files and don't forget to let
me know if you found this guide useful.
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