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  • ...curve used for blending the fuzzy zone. The X axis along the bottom shows distance in metres. The Y axis, running vertically, shows the amount of transparency
    3 KB (481 words) - 10:03, 15 March 2012
  • ...detail that isn't already present in the GI cache by tracing rays a short distance from the shading point. It only affects indirect light (GI) and some soft r
    26 KB (4,633 words) - 00:56, 14 December 2019
  • As it renders you will see that now, even at this small distance from the terrain, there is still a tremendous amount of detail. This clearl ...r camera down at the planet and use the Zoom function to rapidly gain some distance from your planet. When you’ve reached a suitable height adjust your view
    28 KB (4,806 words) - 22:55, 2 September 2020
  • ...ional to the preview size. This means that when you're painting in the far distance the brush stays relatively large. That means you will both cover the area m
    12 KB (2,066 words) - 04:24, 11 February 2014
  • The camera assigned to the Render node, along with the Near distance and Far distance parameters, define the area of terrain to export. Only geometry within the ..._MicroExport_FarDistanceComparision_0001.jpg|none | 800px|The Near and Far distance parameters can limit the area of the terrain to export. ]]
    6 KB (945 words) - 23:18, 16 November 2023
  • Please note that all distance units (X, Y and Z) are in Terrain units, and not metres. If you need to con
    5 KB (871 words) - 20:12, 23 October 2020
  • This tab has settings which use angles and distance to set the position of the grass clump relative to the scene origin. These *'''Distance:''' This sets the distance of the grass clump object from the origin, in metres.
    11 KB (1,916 words) - 23:42, 11 October 2021
  • This tab has settings which use angles and distance to set the position of the object relative to the scene origin. These setti '''Distance:''' This sets the distance from the origin, in metres.
    903 bytes (150 words) - 06:47, 2 December 2012
  • * You could use a [[Distance Shader]] to only create instances with a certain distance of the camera. ...iately coloured surface layer, to give the impression of the object in the distance. This would allow you to make the population area much smaller.
    18 KB (3,056 words) - 18:54, 11 February 2021
  • ...is also means that an appropriate level of detail is used depending on the distance from the camera. Areas further from the camera can be rendered with less de
    9 KB (1,451 words) - 07:28, 10 August 2019
  • ...than the principal layers and separated by a smaller distance. However the distance between the largest, principal layers is specified by this 'hard layer spac
    6 KB (989 words) - 11:10, 29 August 2014
  • ...objects, or be based on clipping distances to slice the scene according to distance from the camera.</li>
    17 KB (2,823 words) - 20:07, 21 September 2017
  • ...render node. Therefore more detail reduction is applied to objects in the distance or to objects with very small polygons. The Render Quality setting controls *'''Object spacing in a,b:'''This setting specifies the average distance from one object instance to the other. The higher the value the more space
    22 KB (3,537 words) - 02:33, 10 September 2021
  • ...to look peculiar, all kind of broken up, then adjusting the clipping plane distance may help to fix this.&nbsp;&nbsp;[ ] ] <br /> ...to look peculiar, all kind of broken up, then adjusting the clipping plane distance may help to fix this.&nbsp;&nbsp;[ [ ] <br />
    14 KB (2,412 words) - 18:11, 19 July 2017
  • ...to look peculiar, all kind of broken up, then adjusting the clipping plane distance may help to fix this.&nbsp;&nbsp;[ ] ] <br /> ...to look peculiar, all kind of broken up, then adjusting the clipping plane distance may help to fix this.&nbsp;&nbsp;[ [ ] <br />
    13 KB (2,331 words) - 18:11, 19 July 2017
  • ...th shaded and textured modes any instances that are further than a certain distance from the camera are drawn using billboards instead of the full object geome
    7 KB (1,175 words) - 08:00, 17 January 2014
  • ** Prevents distance-based absorption and subsurface scattering. Rays passing through the surfac ...the light remains. Only 5% of the energy makes it to three times the decay distance. If "Decay tint" is anything other than pure white, light is absorbed at sh
    11 KB (1,746 words) - 08:54, 8 March 2020
  • * Distance Shader - uses world space
    7 KB (1,014 words) - 23:40, 30 July 2021
  • * Distance Shader - uses world space
    3 KB (494 words) - 02:07, 4 May 2018
  • | [[File:SmoothFilter_03_SmoothingModulator.jpg|none|800 px | Distance shader assigned to Scale modulator ranging from 500 metres to 15,000 metres
    2 KB (367 words) - 23:02, 12 July 2021

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