OBJ Reader - Surface Shaders Tab

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OBJ Reader - Surface Shaders Tab

Description:
This tab lets you assign a surface shaderA shader is a program or set of instructions used in 3D computer graphics to determine the final surface properties of an object or image. This can include arbitrarily complex descriptions of light absorption and diffusion, texture mapping, reflection and refraction, shadowing, surface displacement and post-processing effects. In Terragen 2 shaders are used to construct and modify almost every element of a scene. to texture the object. If there was a .mtl file associated with the OBJ file a Parts Shader with its associated nodes will be created and assigned to the Surface shaderA shader is a program or set of instructions used in 3D computer graphics to determine the final surface properties of an object or image. This can include arbitrarily complex descriptions of light absorption and diffusion, texture mapping, reflection and refraction, shadowing, surface displacement and post-processing effects. In Terragen 2 shaders are used to construct and modify almost every element of a scene. input.

Settings:

  • Surface shaderA shader is a program or set of instructions used in 3D computer graphics to determine the final surface properties of an object or image. This can include arbitrarily complex descriptions of light absorption and diffusion, texture mapping, reflection and refraction, shadowing, surface displacement and post-processing effects. In Terragen 2 shaders are used to construct and modify almost every element of a scene.: You can use this to assign a surface shaderA shader is a program or set of instructions used in 3D computer graphics to determine the final surface properties of an object or image. This can include arbitrarily complex descriptions of light absorption and diffusion, texture mapping, reflection and refraction, shadowing, surface displacement and post-processing effects. In Terragen 2 shaders are used to construct and modify almost every element of a scene. to the object.
  • Displacement tolerance: If you find that rough or spikey surfaces are showing problems at bucketWhen TG renders it divides the image up into buckets or tiles. Each bucket is rendered separately, allowing multiple buckets to be rendered at once. It also allows memory to be used more efficiently. edges, for example spikes having cut off tops, or gaps in ray traced shadows then increasing this value may help. However this can greatly increase render times. Relatively flat surfaces may render more quickly with smaller values.

    The default value is 1. However this is an advanced setting and you should not change it unless you have specific problem you need to address. If you are having problems try starting with 2 and then increase it by small increments until they're resolved. A value of 4 would be considered a high value.


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