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- ...ge:drex_module_147_3_image_0.png|465pxpx|Heightfield Displacement Shader - Fractal Detail Tab]] Back to: [[Heightfield Displacement Shader]]242 bytes (28 words) - 02:31, 18 May 2011
- [[Image:drex_module_157_1_image_0.png|center|Power Fractal Shader v3 - Colour Tab]] ...actal. Depending on the function or node reading the information from this fractal, the settings adjustable here may have a great effect.<br />2 KB (278 words) - 11:35, 30 January 2014
- ='''Cloud Fractal Shader v3 - Warping Tab'''= [[Image:drex_module_140_3_image_0.png|465pxpx|Cloud Fractal Shader v3. - Warping Tab]]247 bytes (35 words) - 21:36, 13 May 2011
- ='''Cloud Fractal Shader v3 - Density Tab'''= [[Image:drex_module_140_1_image_0.png|465pxpx|Cloud Fractal Shader v3 - Density Tab]]246 bytes (35 words) - 21:35, 13 May 2011
- [[Image:drex_module_157_2_image_0.png|center|Power Fractal Shader v3 - Displacement Tab]] ...the low color is the minimum elevation. Other shaders, such as the surface shader, can use this information to eventually apply structure to objects like the4 KB (692 words) - 18:40, 16 October 2014
- [[Image:drex_module_157_4_image_0.png|center|Power Fractal Shader v3 - Warping Tab]] ...has settings which all you to warp, or distort, the noise generated by the shader.830 bytes (119 words) - 03:55, 4 March 2014
- [[Image:drex_module_136_image_0.png|485pxpx|Alpine Fractal Shader]] ...or global coverage. This shader is more demanding to render than the Power Fractal.637 bytes (92 words) - 23:47, 3 June 2012
- <!-- [[Image:drex_module_140_image_0.png|485pxpx|Cloud Fractal Shader v3.01]] --> [[File:CFSv3_00_MainGUI.png|none|470px|Cloud Fractal Shader v3.01]]11 KB (1,821 words) - 00:09, 12 September 2020
- [[File:PF3_00_GUI.png|none|470px |Power Fractal Shader v3]] ...any functions in any Terragen project. The fractal detail provided by this shader is user-defined and adaptable to any scale required, ranging between the or30 KB (4,675 words) - 19:00, 30 June 2022
- [[Image:drex_module_157_3_image_0.png|center|Power Fractal Shader v3 - Tweak Noise Tab]] ...r all magnitudes. So "noise" combined with the structures pre-defined by a fractal produces a multi-dimensional density function, which TG uses for things lik4 KB (690 words) - 21:55, 6 March 2014
- ='''Cloud Fractal Shader v3 - Tweak Noise Tab'''= [[Image:drex_module_140_2_image_0.png|465pxpx|Cloud Fractal Shader v3 - Tweak Noise Tab]]254 bytes (37 words) - 21:36, 13 May 2011
- [[Image:drex_module_148_3_image_0.png|center|Heightfield Shader - Fractal Detail Tab]] ...doesn't matter. Here's an example of a heightfield with and without added fractal detail:3 KB (423 words) - 08:53, 26 August 2014
- ='''Alpine Fractal Shader - Settings Tab'''= [[Image:drex_module_136_1_image_0.png|465pxpx|Alpine Fractal Shader - Settings Tab]]242 bytes (32 words) - 02:56, 11 July 2010
- [[File:Alpine_00_GUI.png|470px|Alpine Fractal Shader]] ...or global coverage. This shader is more demanding to render than the Power Fractal.10 KB (1,530 words) - 02:54, 28 May 2021
- ='''Alpine Fractal Shader v2 - Settings Tab'''= [[Image:drex_module_136_1_image_0.png|465pxpx|Alpine Fractal Shader - Settings Tab]]534 bytes (68 words) - 12:08, 16 November 2014
- [[File:FWS_00-2_MainGui.png|none|470px|Fractal Warp Shader]] ...this might be to transform a shape defined and displaced by a Simple shape shader into a snaking river that cuts across the terrain, or into a detailed hill7 KB (989 words) - 23:28, 19 July 2021
Page text matches
- What you need is a lake, and a painted shader. ...eate a displacement shader. Plug your painted shader into the displacement shader and plug that into the lake's plane object.2 KB (301 words) - 21:37, 21 May 2009
- ...louds] - a method of creating waterfalls from cloud objects with a painted shader. === Power Fractal Lessons ===3 KB (483 words) - 21:28, 20 April 2020
- ...can be modified by various factors including, but not limited to: Colours, fractal noise, vertical height, erosion and rivers. == Power Fractal ==2 KB (253 words) - 20:50, 4 September 2018
- ...ary terrain and shader network data flows through the "Main input" of each shader node, and each successive node (further down in the network) builds or oper ..., and "Fractal terrain 01" is connected to the Main Input of "Fractal warp shader 01", which then connects to the Main Input of "Compute Terrain" node.13 KB (2,291 words) - 01:48, 26 September 2018
- 1. Terrain - To begin with, you'll need some terrain. We'll use Power Fractal here, since it's a good way to get it to go all the way to the horizon with 2. Camera Movement - There is a good chance that your terrain fractal will leave you under the surface (if you see a lot of black, that's what ha4 KB (772 words) - 15:35, 28 May 2009
- ...rp Shader]] modify Position in Texture for any networks connected to their Shader inputs, and other shaders may do so. ...nd, in order to make use of transforms from [[Transform Shader]] or [[Warp Shader]], you need to use Position in Texture.8 KB (1,341 words) - 02:24, 29 March 2022
- ...ge:drex_module_147_3_image_0.png|465pxpx|Heightfield Displacement Shader - Fractal Detail Tab]] Back to: [[Heightfield Displacement Shader]]242 bytes (28 words) - 02:31, 18 May 2011
- *'''Colour function:''' When a shader or function node is assigned to this setting its colour component values ar ...lue gradient.]] || [[File:SurfLay_50_DistantShader_GUI.png|467px | Distant shader settings assigned to Colour function.]]28 KB (4,377 words) - 23:27, 19 July 2021
- [[File:ColoruAdj_00-2_GUI.png|none|470px|Colour Adjust Shader]] ...r Adjust shader allows you to define the black point or white point of the shader or function nodes assigned to its Main input.5 KB (731 words) - 00:05, 19 February 2021
- ...ace layer node and connect the output from the Sin scalar node to its Mask shader input. ...displacement to the Y axis, and we can do this with a Vector displacement shader..6 KB (1,084 words) - 22:29, 7 March 2022
- [[Image:drex_module_157_1_image_0.png|center|Power Fractal Shader v3 - Colour Tab]] ...actal. Depending on the function or node reading the information from this fractal, the settings adjustable here may have a great effect.<br />2 KB (278 words) - 11:35, 30 January 2014
- ...n (0,1,0) equals yellow (1,1,0). Shades of yellow exist because the Power Fractal noise pattern produces a range of values between 0 and 1. ...the Clamp high colour and Clamp low colour checkboxes in the Power fractal shader are unchecked. The result is that colours on the terrain appear unnaturall3 KB (546 words) - 20:05, 2 February 2022
- ...ter displaces the object’s vertices (mesh). For example, a power fractal shader can be used to displace the vertices of the 3D object or a population. The ...Tab_MeshDisplacer_Population.gif|none|400px|Animated parameters on a power fractal to deform a population.]]18 KB (2,952 words) - 23:40, 27 August 2020
- ...ter displaces the object’s vertices (mesh). For example, a power fractal shader can be used to displace the vertices of the 3D object or a population. The ...Tab_MeshDisplacer_Population.gif|none|400px|Animated parameters on a power fractal to deform a population.]]22 KB (3,446 words) - 23:44, 11 October 2021
- ='''Cloud Fractal Shader v3 - Warping Tab'''= [[Image:drex_module_140_3_image_0.png|465pxpx|Cloud Fractal Shader v3. - Warping Tab]]247 bytes (35 words) - 21:36, 13 May 2011
- ...or disabled, repositioning the cloud layer causes a different part of the fractal noise pattern to be visible. ...the clouds, or to animate them over time, you need to modify the assigned shader or function.35 KB (5,283 words) - 00:40, 8 November 2022
- ...smaller polygons and a smoother looking rock, capable of being deformed by shader or function nodes assigned to settings found under the Mesh Modifiers tab. ...isplaces the rock object’s vertices (mesh). For example, a power fractal shader can be used to displace the vertices of the rock object used in a populatio14 KB (2,353 words) - 23:46, 11 October 2021
- [[File:Distribution_00_GUI.png|none|470px|Distribution Shader v4]] The Distribution shader is a versatile shader, useful for applying and controlling where colour appears. It is often used11 KB (1,797 words) - 23:02, 16 July 2021
- ...displacement, for example in a function network that feeds a displacement shader, Position depends on where the node is connected with respect to other disp ...l displacement. This is because all displacements are performed before any shader's colour and lighting is calculated.11 KB (1,699 words) - 22:26, 30 March 2022
- ='''Cloud Fractal Shader v3 - Density Tab'''= [[Image:drex_module_140_1_image_0.png|465pxpx|Cloud Fractal Shader v3 - Density Tab]]246 bytes (35 words) - 21:35, 13 May 2011