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  • The Terrain, Shader and Node Network layouts all use an indented, collapsible hierarchy ...jor scene element, which also corresponds to the layout types – Objects, Terrain, Shaders, and so on. Clicking these bookmarks will move the network view to
    11 KB (1,942 words) - 08:05, 10 August 2019
  • ...direct lights such as the sun. It includes light received from things like terrain, other cloud layers, and anything else in the sky that is not part of the s ...can bounce between different cloud layers or between a cloud layer and the terrain. It does ''not'' limit how many times light can scatter within a single clo
    26 KB (4,633 words) - 00:56, 14 December 2019
  • ...ing maximum displacement. In Terragen 2 displacement is used to create all terrain by taking heightfield or procedural data as input and using it to displace ...a defined area. Heightfields are used to represent real-world and virtual terrain in a specific, easily converted format. Most heightfields can be represente
    6 KB (1,066 words) - 22:51, 25 September 2018
  • ...Power fractal shader v3 nodes. Following the last node that displaces the terrain, a Displacement shader to vector node is used to direct the displacement da Often when a complex network of displacements is used to shape the terrain, render times can actually be reduced by rendering and saving the displacem
    4 KB (591 words) - 23:35, 14 March 2022
  • # You will see a default scene with gray terrain and no clouds
    3 KB (517 words) - 21:21, 17 July 2017
  • ...gons and add much more detail. During rendering scene elements such as the terrain or objects are broken up into micropolygons. Displacement is used to move t ...ement is a fundamental part of the Terragen 4 rendering engine. All of the terrain is created by applying displacement to the smooth sphere of the underlying
    8 KB (1,288 words) - 07:26, 10 August 2019
  • :Shows two moons and sun position over basic terrain ...e camera projection and the painted shader to show an image projected onto terrain
    2 KB (302 words) - 04:53, 12 July 2012
  • ...List will bring up its settings on the bottom-left. Additionally, like the Terrain and Atmosphere layouts, a small realtime shader preview is shown to the rig ...and a “low” color. These do not correspond to the actual height of the terrain, so you can really just think of them as color 1 and color 2. The Base Colo
    23 KB (3,850 words) - 05:05, 9 January 2020
  • The terrain is one of the most fundamental building blocks of any scene. Terragen 2 has ...ed in the detail they can present, but capable of presenting very specific terrain shapes (such as real-world elevation data) and being easily edited and wide
    28 KB (4,806 words) - 22:55, 2 September 2020
  • ...are several elements of the scene you can paint on. The main ones are the terrain and the background sphere. The background sphere is a very large sphere sur ...to, or it could mean that painting gets slow until you move back on to the terrain.
    12 KB (2,066 words) - 04:24, 11 February 2014
  • ...al terrains as geometry, including displacement and overhangs. Exporting a terrain as a heightfield would not allow this. The Micro exporter can export geomet ...ometry.jpg|none | 800px | Mesh generated by Micro exporter from procedural terrain.]]
    6 KB (945 words) - 23:18, 16 November 2023
  • ...en sculpting terrain features. For example, you could create a procedural terrain in Terragen and export it as vector displacement data via an EXR image, the ...an see, there is no difference between the final renders, yet on a complex terrain the render times from the Vector displacement shader can be significantly l
    8 KB (1,222 words) - 00:42, 11 December 2021
  • = Terragen™ Terrain file specification = ...for the flexibility of chunk positioning. However, if you are writing out terrain files, beware that some chunks must appear before others.
    5 KB (871 words) - 20:12, 23 October 2020
  • ...control the export of scenes from Terragen. Note that this doesn't include terrain geometry, which you will need to export separately using the [[Micro Export
    3 KB (442 words) - 03:59, 2 December 2012
  • ...(metres) value to something like -10,000,000 forces it to render after the terrain.
    11 KB (1,916 words) - 23:42, 11 October 2021
  • ...ator can also make instances lean according to the slope of the underlying terrain. ...n''' parameter to be connected to the last [[Compute Terrain]] node in the Terrain group. Clever manipulation of these settings can also let you place a popul
    18 KB (3,056 words) - 18:54, 11 February 2021
  • Micropolygon rendering is used, by default, to render the terrain and bodies of water. ...efficiently as the micropolygon renderer. If you try it you will find that terrain renders blockily, even at high levels of detail. There are other settings y
    9 KB (1,451 words) - 07:28, 10 August 2019
  • ===Case Study: Procedural vs Static - Fractal Terrain vs Heightfield=== ...can create one of these terrains using the "Add Terrain" button above the Terrain Node List.
    11 KB (1,844 words) - 07:27, 10 August 2019
  • ...rrain shape shader that creates a more natural, eroded-looking mountainous terrain shape than the basic Power Fractal. Unlike a heightfield erosion effect, th ..., the node is active and the settings below will affect the surface of the terrain. When unchecked, the node is ignored.
    10 KB (1,530 words) - 02:54, 28 May 2021
  • ...w and the usual transform handles become available, including the "Drop to Terrain" button. You can only modify one instance at a time.
    5 KB (801 words) - 18:56, 11 February 2021

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