Showing posts with label True Terrain 5. Show all posts
Showing posts with label True Terrain 5. Show all posts

Thursday, 28 May 2026

Blender School: Terrain 5 Materials

 I need to up my game. Seriously, I have been doing rookie-level terrain materials since I started using True Terrain 5. I'd just apply a few materials separated by simple masks. If I used filters, it was just a cheap hack to adjust the material's uniform appearance, such as darkening it.

When True Terrain 5 offered some pre-made materials, it was a revelation. I suddenly realised what all those weird colour adjustment nodes were used for.


Oh wow, Big Sanctus update

You can't use Sanctus material on True Terrain 5 unless you ditch its brilliant material system. I was adding a material to the focus object in my test scene when I remembered there had been a Sanctus update.

Sanctus Library is the work of Blender artist Sanctus, who has become a legend in procedural materials. His library now contains 1000+ assets. Really, it's unlimited because it's so darn procedural, with so many parameters to drive. More on this update, later, when I've run through all the changes.


Some of the masks


Slope Mask set to very tight for contrasty cliffs, etc

Valley Mask for a gradient on slopes rather than a tight band.

This procedural mask is a severe limitation, in that at high contrast settings it produces banding, sometimes creating a moirĂ© effect.

Actual Mask files are memory-expensive, but offer much more power.

Patch Mask, cheap and flexible, is a first step in adding noise patches.

Saturday, 25 April 2026

Radio Silence

 I appear to have had a brief period of blogging inactivity. No particular reason. There's been some very distressing news concerning a friend, work ticks along, and home life is quite middling to good.

I've been a bit less focused on Blender than I should. I still need to update the proposed Halo Scene 002 terrain. I've continued to play with ultra-scale terrains. In my case, this is a terrain setup in True Terrain 5 that consists of four 1 GB tiles. Hefty!




Today will not be super-productive because we're taking my youngest son to the National Space Centre, the UK's space museum. We visited before, and it was great. This time, Leo will have many hours of Kerbal Space Engineering behind him.


Next Week


I need to set weekly goals and hold myself accountable when I fail to meet them!

So what am I going to do next week?

1. Deliver an update to the Scene 002 terrain.

This needs to be presented from a higher point of view and incorporate a more accurate representation of the service road area.

Also, some mountain ridges to fill in the blank areas. 

Sneaky peek at the service road sculpt.

2. At least three training spots. Small lessons for new things or revision of areas. 

Possible areas:
  • HardOps revision
  • Cableator
  • Geo-Scatter
  • Geo-nodes training

3. Start a medium-to-long-term personal project

This could be the Project: Hail Mary ship or something else.

4. Do the planning for another Superhive Market product.

Don't rush into action. This is about making a good decision about what to make next.

Saturday, 28 March 2026

EndMarch

 A bad night's sleep and gum pain have given the start of the Easter break a bit of a sour flavour. Still, I've been quite productive after a walk into the city centre mid-morning. Cold and a bit rainy, but pleasing to the spirit.

Not from today, but this is the same route -- home is located near the high-rise buildings in the distance.

Big landscapes

I cooked up a couple more big terrain tiles in World Creator. The process is pretty simple, though it can take a while for the chain to complete.

1. Create a True-Terrain scene as normal, using (in my case) a large EXR displacement file.
2. Once the terrain is textured and you are happy with its state, bake the geometry by making sure that the viewport resolution is set to 1.0. This will result in a potentially huge terrain object. 
3. Select the terrain and apply the True-Terrain modifier stack. This will bake the geonodes tree into a fixed mesh. This can take several minutes.
4. Add a Decimate modifier. I set mine to 0.4, which reduces the resolution by about half. You can adjust this step to achieve the level of mesh detail that suits your wants and needs. This can take several minutes.

Consider saving and cleaning up the scene file after each of the last two steps as it looks like these steps may exhaust your system memory. I had crashes early, possibly because I interfered with Blender while it was in a trans.

5. Once you have your terrain tile, Press Alt+D to create an instance, spin it on the Z-axis and move the new instance to create a new section of landscape, hopefully without visible repeating. Repeat until you have all the giant terrain of your dreams.

An 8-instance tile-set. Each spun to hide the fact that it's the same section of terrain being repeated.
                                                                    

It's flexible and (if you instance correctly) should be pretty efficient.

  Excited about tomorrow as I'm taking the family to see Project: Hail Mary, one of the favourite books from last year. I may be burning with inspiration for a space scene, this time tomorrow.                                                                                                    

I did a quick scene this afternoon, based on a photograph of a dark corridor illuminated by skylights. The scene I created was simpler, but I was still satisfied to generate an animation in less than ten minutes.

Dark Corridor



Sunday, 11 January 2026

On the seventh day...

Take a rest from those terrains, already!

Yesterday I scratched that constant itch. I made me some landscape renders using World Creator and Blender with True Terrain 5.



Horrah!!! A giant terrain under True SKY 3, with a large Geo-Scatter-based scatter! In this case, the scatter is "fake" trees. Alpha scatter uses cards (flat planes) that align with the camera to produce the impression of a vast forest. It gives me confidence about ramping up scatters in scenes.

The next test will be with proper scatter objects, probably on a much smaller terrain.


The latest batch consists of 8x8km terrains. That's big enough for a city. It's the terrain size for a moderate mountain range, as you need about 4km for a mountain.


16x16k resolution gives you a 1GB EXR displacement file and a single mask weighing in at 100+ MB. These are unwieldy and probably too large for most users. You do get lovely detailing, though.


Today?


I need to answer the question of the aerial scene, but that will wait until tomorrow. So...

Shamrayev project: I need to pick it up and move it forward. We're still doing detail modelling, fixing and optimising. I am thinking of using MatPlus, which was just updated to 1.1 for the project. 


Blender School

I need to complete some training -- I'm far behind on this! 



 A new course, purchased on sale. It includes a massive amount of build, UV unwrapping and rigging footage. It has to be a bit less instructive and more like a follow-along YouTube video, but the end results speak for themselves - some very impressive elements! I'm sure I'll learn something.



I need to complete this course by Cov Philips. I was making good progress when I purchased it. 

I will need to start this course again as it's been gathering dust since May 2024. I stopped because I kept getting Blender crashes while following the first few lessons. Hopefully, this issue will no longer apply. HardOPs is still considered the "go to" workflow for serious (seriously sci-fi) hard surface modellers.


Cableator 1.6 is out! (Docs)

Cableator is such a good tool, but I've never fully understood its feature set. I need to read and watch a full run-through. I particularly want to see how the simulation aspect works. 

There's a really good tutorial from Blender Bros, although this is now three years old!






Friday, 9 January 2026

Terrains are treading water

 Yesterday, I ran out of steam. The test renders introduced volumes, and suddenly, every render was taking a long time. I was sitting, looking for distractions while renders happened in my presence.


The ship model was appended from a shared project file. It's pretty nice for a low-poly representation. However, it was linked to animation frames, so that it rendered in a completely different location from where it sat in the viewport. Very strange!

Monster terrain. 64km wide. The reference block is 1000m high

The volumes are underlit and too blocky, but they do the job of selling scale.


Terrains


8k masks look pixelated up close

You get much better masks when you have a 1GB terrain. Go figure!?!


Added effects from True SKY 3 and Photographer 5


Wednesday, 7 January 2026

Back to the terrains

 I've been doing lots of sculpting and testing. I travelled down a dead end as I started looking at shots that fall outside what the director needs.

Director says, "Only the skies!"





Friday, 19 December 2025

Christmas is upon us

 Every December, I seemingly stop being able to use a calendar and fall into a state of shock when it gets to about the 20th. I become dimly aware of the need to buy presents and cards and wear woollen jumpers that are tastelessly decorated in fir trees. I've arrived at that festive finding out phase of the month. I imagine that my Blender output will be briefly knocked back for a few days.

Until then...

Yesterday was tedious as heck.

I explored how to reinstall the custom (Quixel Megascan) terrain materials library for use with True Terrain. It really doesn't look like True Assets can place materials directly in True Terrain's selector. I could be wrong, but it's too late now. I spent several hours manually adding the materials. I'll add one more set of materials later, the colour-based palette set for lightweight terrains.

Quixel materials in the True-Terrain menu for the win!

I continue to explore big terrain options for the aerial shot.

32km with a telephoto lens. Shoot long!

I'm thinking that you get more bang for your buck if you shoot with a telephoto, narrow the field of view and bring the distant places closer. This lets you amp up the terrain detail into the distance because camera culling will remove so much of the foreground. I will do a test render with a nearly static camera and a ship flying through the view. 



Instability testing

True SKY 3 has a final update of the year coming on Monday. I'll hold back on testing more until it's in place. No point in testing a version of the product that will be gone before the engineers can look at it. The chaps at TrueVFX are working full pelt! True SKY is their flagship product. Even in early access, they want to make a great impression, which they have.

Happy Blenderversary


December 19th is the day I decided to learn Blender and start this blog! 


Sunday, 26 October 2025

Some more terrain stuff.

 

One from the tres noir genre.


Specularity gives you a water effect.

I've started pushing the size of my terrain files up to the 1GB (8k-by-8k) single-tile export limit. You don't get a lot from the 2x2 increase in size. Although times four sounds like a big increase, you don't end up with a dramatic increase in surface detailing. Maybe a tiny bit. 


Monday, 6 October 2025

Test terrain animation

 

It's been a while since I put renders into an animation. This one was set up in about three minutes to help evaluate a bowl-shaped terrain. I added the pod and dropped some shiny materials onto it just to add some interest. 





Tuesday, 30 September 2025

Treading some water

 
Over the weekend, I had a play with various terrain projects. Lots of potential for a nice scene, but I still insist on moving on and limiting my output to quick sketches.

Cyberpunk tower (not mine). Amazing, but I wanted to showcase my own build work, so onwards...

Dusted off the Texas Tower and added a first round of materials

True-Vault grass and a tree. Needs a lot of dressing, but could turn out nice.

Monday, 1 September 2025

Mensis Septem

 We're here at the golden gates of autumn. Ready for 2025's final slog.

Over the weekend, I created the base meshes for the second stretch of the service road for the film project. I need to get proxy scatters in place. I should get this handed over in the next couple of days, then jump onto the third section, which is a bigger piece of work.



"The Tunnel"

Meet the anti-climax monster.

More time with Nature Generator

I've spent a bit more time learning some of the ins and outs of Nature Generator. I've been getting system hangs on start-up and after baking objects from the Geonode systems. It could be bugs with the addon, or it might be a coincidence. 

We experienced a very brief power cut on Friday, which caused my systems to shut down. I feared that I'd spend many hours getting my older system back up and running, but it only took a couple of minutes... phew!

Nature Generator Stuff

Nature Gen ground scatter on my existing test scene.

The Nature Gen ground scatters come with a ground layer which interferes with the scene's terrain. I think I managed to suppress it by manually tweaking the material's alpha channel.

Still great for baking procedural rock assets

I experienced crashes while creating multiple rocks and then baking them (applying the geonode tree).

Log message

> [NatureGen] Panel build error: too many values to unpack (expected 2)
> WARNING: Context is restricted!
> [NatureGen] Panel build error: too many values to unpack (expected 2)
> [NatureGen] Panel build error: too many values to unpack (expected 2)
> [NatureGen] Panel build error: too many values to unpack (expected 2)
> WARNING: Context is restricted!
> [NatureGen] Panel build error: too many values to unpack (expected 2)
> Info: Deleted 1 object(s)

Later crash log

>đŸ§¹ Removed asset library (4.0): Nature Generator Assets
>✅ Registered asset library: C:\Users\mark\AppData\Roaming\Blender
> Foundation\Blender\4.5\scripts\addons\The_Nature_Generator\asset_library
> register_class(...):
> Warning: 'TOT_MatB_UL_items' doesn't have upper case alpha-numeric prefix
> register_class(...):
> Warning: 'TOT_ImageResizer_UL_items' doesn't have upper case alpha-numeric prefix
> addon_utils.disable: ui_translate not loaded
> addon_utils.disable: viewport_vr_preview not loaded
> Error   : EXCEPTION_ACCESS_VIOLATION
> Address : 0x00007FF6763FA082
> Module  : blender.exe
> Thread  : 00001ef0
> Writing: C:\Users\mark\AppData\Local\Temp\blender.crash.txt



Nature Gen is great for creating quick background terrains. To be fair, True Terrain is a lot more flexible, but I have a well-established workflow where I design my heightmaps and then work from there, rather than using True Terrain's terrain sculpting tools. Still, it's nice to have a set of parameters that are specifically tuned to terrain deformation rather than having to work out how different noise systems can mimic erosion, etc.

Two Nature Gen desert terrains with True Sky (3 minutes work)




Medium Rig - Water bladders

 I'm close to finishing. I should be long-since finished, but never mind. A bit of progress is always better than none. Water stored in ...