Author Archives: ericjohannsen

To Hell and Back

Introduction My upcoming roll playing game session involves the Abyss. This tutorial is a walkthrough of how I re-created that place in TG2. Here’s a preview of the final product Land For the land, I created a standard fractal heightmap … Continue reading

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Clouds from Space

Noisy Clouds Terragen 2 (and many other applications) use algorithmic noise to create realistic clouds. Invented by Ken Perlin, Perlin Noise is a fast-to-compute and realistic function for simulating many natural features including clouds and terrain. Ken posted a great … Continue reading

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From 2D to 3D

I’m re-creating a role playing game world in Terragen 2. The game has already been played extensively using regular 2D maps, and I want the TG2 re-creation to be a good approximation of the original maps. To that end, I’m … Continue reading

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Realistic Rivers

Need a River? This post describes a method to create realistic rivers by combining L3DT and Terragen 2. The basic idea is to use L3DT’s ability to model water flow patterns using the RainMaker plugin (see also this post for … Continue reading

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Glowing in Style

In my previous post Glow in the Dark, I wrote about how to use the luminosity controls to create a glowing night scene. Even though different parts of the scene could have different colors, any given component only had one … Continue reading

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Glow in the Dark

I wanted to create a moonlit scene with a few luminescent plants brightening things up. Here’s how it works… Start by importing an object into your scene. In my case I chose Myosotis from terragen.org. Note the Surface shader called … Continue reading

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The World is Flat

I just spent 20 minutes pulling my hair out because of one little checkbox called Flatten surface first. I guess what confused me is that it feels like a double negative the way I think about things. Flatten surface first … Continue reading

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Continent Scale Heightmaps

Introduction I’m working on a planet-scale project for a D&D game and realized I can achieve much of what I need by creating a set of heightmaps in L3DT and then loading them into TG2 as the basis for my … Continue reading

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Blending Heightfields

One of my goals for Terragen 2 is to model an entire fantasy world.  There are a few approaches around the Planetside forums, but none offer the realism and control I’m looking for.  I want to be able to specify … Continue reading

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Ducks. Lots of Ducks.

Kids.  Work.  Life’s been crazy.  In a good way.  All that meant no posts for a while, but with the holidays upon us and a little more free time, I’m glad to be back to writing about Terragen 2.  The … Continue reading

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