Difference between revisions of "Heightfield Shader - Displacement Tab"
Line 1: | Line 1: | ||
[[Image:drex_module_148_2_image_0.png|center|Heightfield Shader - Displacement Tab]] | [[Image:drex_module_148_2_image_0.png|center|Heightfield Shader - Displacement Tab]] | ||
− | '''Description:''' | + | '''Description:'''<br /> |
The Displacement tab controls how the values from the node connected to the '''Heightfield''' parameter are turned into displacement. | The Displacement tab controls how the values from the node connected to the '''Heightfield''' parameter are turned into displacement. | ||
Line 10: | Line 10: | ||
'''Height multiplier:''' This parameter multiplies the heights from the heightfield. The default value of 1 will leave the heights unchanged. A value of 2 will double the heights. A value of 0.5 will make them half as high. | '''Height multiplier:''' This parameter multiplies the heights from the heightfield. The default value of 1 will leave the heights unchanged. A value of 2 will double the heights. A value of 0.5 will make them half as high. | ||
</li><li> | </li><li> | ||
− | '''Flatten surface first:''' If this checked the planet surface underneath the heightfield is flattened before the heightfield displacement is applied. | + | '''Flatten surface first:''' If this is checked the planet surface underneath the heightfield is flattened before the heightfield displacement is applied. |
</li><li> | </li><li> | ||
− | '''Interpolation method:''' This controls how the heightfield values are interpolated inbetween actual height values. | + | '''Interpolation method:''' This controls how the heightfield values are interpolated inbetween actual height values. The Catmull-Rom method is the default and is the best all round method. The following images show the effect of the different interpolation methods on a heightfield. Fractal detail was turned off for these images to show the heightfield more clearly. Click on any of the images to see larger versions. |
</li> | </li> | ||
− | <ul> | + | </ul> |
+ | <center> | ||
+ | <table> | ||
+ | <tr> | ||
+ | <td> | ||
+ | [[file:Hfshader_stepped.jpg|320px|thumb|Stepped]] | ||
+ | </td><td> | ||
+ | [[file:Hfshader_linear.jpg|320px|thumb|Linear]] | ||
+ | </td> | ||
+ | </tr><tr> | ||
+ | <td> | ||
+ | [[file:Hfshader_cubic.jpg|320px|thumb|Cubic]] | ||
+ | </td><td> | ||
+ | [[file:Hfshader_catmull.jpg|320px|thumb|Catmull-Rom]] | ||
+ | </td> | ||
+ | </tr><tr> | ||
+ | <td> | ||
+ | [[file:Hfshader_oversmooth.jpg|320px|thumb|Over Smooth]] | ||
+ | </td> | ||
+ | </tr> | ||
+ | </table> | ||
+ | </center> | ||
Back to: [[Heightfield Shader]] | Back to: [[Heightfield Shader]] |
Revision as of 08:55, 22 May 2013
Description:
The Displacement tab controls how the values from the node connected to the Heightfield parameter are turned into displacement.
Settings:
- Height multiplier: This parameter multiplies the heights from the heightfield. The default value of 1 will leave the heights unchanged. A value of 2 will double the heights. A value of 0.5 will make them half as high.
-
Flatten surface first: If this is checked the planet surface underneath the heightfield is flattened before the heightfield displacement is applied.
-
Interpolation method: This controls how the heightfield values are interpolated inbetween actual height values. The Catmull-Rom method is the default and is the best all round method. The following images show the effect of the different interpolation methods on a heightfield. Fractal detail was turned off for these images to show the heightfield more clearly. Click on any of the images to see larger versions.
Back to: Heightfield Shader
A parameter is an individual setting in a node parameter view which controls some aspect of the node.
Literally, to change the position of something. In graphics terminology to displace a surface is to modify its geometric (3D) structure using reference data of some kind. For example, a grayscale image might be taken as input, with black areas indicating no displacement of the surface, and white indicating 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 the normally flat sphere of the planet.
A heightmap or heightfield is an array of height values, usually in a grid which describe the height at specific points in a defined area. Heightfields are used to represent real-world and virtual terrain in a specific, easily converted format. Most heightfields can be represented as simple image data in grayscale, with black being minimum height and white being maximum height.