
Other examples of such tools include 3DS Max and Maya, Clarisse, Blender, etc., along with the game engines I mentioned above. In general you basically want to pick your rendering application, which is normally going to be your “end point”, the program you import all your other stuff into for creating your final images. If you like what Terragen can do as far as atmosphere, terrain, and rendering, then no need to worry about Unreal or Unity. The sacrifice is less realistic atmosphere, rendering, lighting, etc., and less powerful displacement capability. This is either because they’re trying to create a real time game (which Terragen doesn’t do), or they want to otherwise explore their terrains in real time. People working with Unreal want to get Terragen content into Unreal. Unreal, Unity, and most game engines are also end points. So it is something of an “end point”, an application into which you import all your assets from other programs and sources, setup a scene with terrain, sky, etc., and then render within Terragen. it’s not a modeler, so anything beyond terrain, sky, and water you pretty much need to bring into it. But it doesn’t create plants and other objects beyond very simple shapes, i.e. Terragen is at its heart a procedural generation system – which is most useful for creating terrain, shading/textures, and clouds – and a renderer purpose-built for rendering large environments (up to planet-sized). working with other applications to achieve a given end result.

But we thought we’d give a short overview of the current recommendation for when to do something in Terragen vs.

This is a complex question with no “best” answer as it highly depends on the specific goals of each person. We recently had a user in our forums asking how they should decide which programs to learn and buy to accomplish their scene creation and rendering goals. We’re back with another Support Diaries entry.
