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  • ='''Sphere Geometry Shader'''= [[Image:drex_module_171_image_0.png|485pxpx|Sphere Geometry Shader]]
    195 bytes (24 words) - 02:54, 11 July 2010
  • [[Image:WaterShader_v4.4_SubsurfaceTabOnly_2019-11-06.01.png|Water Shader - Sub-surface Tab]] Back to: [[Water Shader]]
    772 bytes (94 words) - 17:42, 16 July 2020
  • ='''Shader Set'''= [[Image:drex_module_173_image_0.png|485pxpx|Shader Set]]
    150 bytes (19 words) - 02:54, 11 July 2010
  • [[File:ConstantShdr_00_GUI.png|none|470px|Constant Shader]] The Constant Shader provides a specific colour and alpha as output.
    1 KB (175 words) - 19:43, 23 February 2021
  • [[File:TwistShear_00_GUI.png|none|470px|Twist and Shear Shader]] [[File:TwistShear_07_OverhangCliffs.jpg|800 px | Twist and shear shader used to create overhanging terrain at top of mountains.]]
    2 KB (380 words) - 21:43, 23 July 2021
  • [[Image: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
  • [[File:HFFromShader_00_GUI.png|none|470px|Heightfield From Shader]] This node is deprecated in favor of using the Shader input on the [[Heightfield_Generate#Use_Shader_Tab|Heightfield Generate]] n
    292 bytes (43 words) - 22:39, 10 February 2021
  • [[Image:Strata-outcrops-v2.png|Strata and Outcrops Shader]] ...the impression of localised outcrops. <br /><br />'''Node Type: '''Surface shader (displacement).<br /> <br />'''Settings:'''<br />
    5 KB (874 words) - 22:46, 26 May 2013
  • [[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
  • #REDIRECT [[Transform Merge Shader]] [[Category:Transform Shader]]
    67 bytes (7 words) - 02:09, 4 May 2018
  • ='''Planet Surface Shader - Continents Tab'''= [[Image:drex_module_156_1_image_0.png|465pxpx|Planet Surface Shader - Continents Tab]]
    246 bytes (32 words) - 02:54, 11 July 2010
  • [[Image:WaterShader_v4.4_2019-11-06.01.png|Water Shader]] The Water Shader is specifically designed to provide a realistic water effect on Terragen su
    9 KB (1,423 words) - 06:09, 4 March 2020
  • ='''Merge Shader - Merge Mode Tab'''= [[Image:drex_module_152_1_image_0.png|465pxpx|Merge Shader - Merge Mode Tab]]
    219 bytes (31 words) - 02:54, 11 July 2010
  • [[File:PaintedShdr_00_GUI.png|none|470px|Painted Shader]] The Painted shader allows you to paint into your scene using the 3D Preview. You can paint sur
    5 KB (828 words) - 23:47, 9 August 2021
  • [[File:SimpleShapeShader_00_MainAndColourTab.png|none|470px|Simple Shape Shader]] The Simple shape shader node creates simple shapes that can generate colour and displacement with a
    13 KB (2,053 words) - 17:17, 21 August 2020
  • [[Image:drex_module_157_1_image_0.png|center|Power Fractal Shader v3 - Colour Tab]] Back to: [[Power Fractal Shader v3]]
    2 KB (278 words) - 11:35, 30 January 2014
  • [[Image:drex_module_168_1_image_0.png|center|Simple Shape Shader - Displacement Tab]] This is the Displacement tab of the [[Simple Shape Shader]].
    3 KB (518 words) - 11:15, 31 July 2013
  • ='''Fake Stones Shader - Shape Tab'''= [[Image:drex_module_146_1_image_0.png|465pxpx|Fake Stones Shader - Shape Tab]]
    227 bytes (32 words) - 02:55, 11 July 2010
  • [[File:Merge_00_GUI.png|none|470px|Merge Shader]] ...acting as a mask. You can control the amount of contribution of each input shader as well as the method used for merging.
    7 KB (1,141 words) - 00:19, 9 June 2021
  • [[Image:drex_module_137_3_image_0.png|center|Distribution Shader v4 - Tweaks Tab]] This tab contains settings which tweak the aspects of the Distribution shader.
    282 bytes (40 words) - 01:58, 14 March 2012
  • ='''Planet Surface Shader'''= [[Image:drex_module_156_image_0.png|485pxpx|Planet Surface Shader]]
    414 bytes (54 words) - 02:55, 11 July 2010
  • ='''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
  • #REDIRECT [[Warp Merge Shader]] [[Category:Warp Shader]]
    58 bytes (7 words) - 02:01, 4 May 2018
  • [[Image:drex_module_134_2_image_0.png|center|Default Shader - Displacement Tab]] ...ing the displacement parameters apply equally well to the settings in this shader.
    3 KB (513 words) - 10:22, 2 July 2012
  • [[File:Distribution_00_GUI.png|none|470px|Distribution Shader v4]] ...where colour appears. It is often used to generate masks in order to blend other shaders or limit where populations appear. In many ways It is similar to a
    11 KB (1,797 words) - 23:02, 16 July 2021
  • [[Image:drex_module_150_4_image_0.png|center|Image Map Shader - Effects Tab]] ...e map shader using the same image file and then use that as a mask for the shader. Now you just need to check '''Use alpha/transparency for direct blending''
    4 KB (698 words) - 03:53, 4 March 2014
  • ='''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_149_1_image_0.png|center|Image Map Shader - Flip, Repeat Tab]] Back to: [[Image Map Shader]]
    689 bytes (124 words) - 09:07, 21 March 2012
  • [[Image:drex_module_148_2_image_0.png|center|Heightfield Shader - Displacement Tab]] ...affect the strength of these effects. If it is unchecked, the this surface shader's displacement is additive, like most displacement shaders in Terragen. You
    2 KB (325 words) - 02:16, 24 May 2013
  • ='''Planet Surface Shader - Ocean Tab'''= [[Image:drex_module_156_3_image_0.png|465pxpx|Planet Surface Shader - Ocean Tab]]
    236 bytes (32 words) - 02:55, 11 July 2010
  • [[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 the
    4 KB (692 words) - 18:40, 16 October 2014
  • [[Image:drex_module_169_image_0.png|center|Contour Shader]] The Contour shader can be used to create contour lines on a surface according to altitude. Thi
    3 KB (566 words) - 10:54, 21 September 2012
  • ='''Fake Stones Shader - Colour Tab'''= [[Image:drex_module_146_2_image_0.png|465pxpx|Fake Stones Shader - Colour Tab]]
    229 bytes (32 words) - 02:55, 11 July 2010
  • [[File:ShaderArray_00_GUI.png|none|470px|Shader Array]] ...an random locations like a populator does. The Shader array takes a single shader and reproduces it multiple times in different locations.
    8 KB (1,235 words) - 00:49, 11 December 2021
  • [[File:ImageMapShdr_00_GUI.png|none|470px|Image Map Shader]] ...the colour values, determine whether displacement is applied, and control other image-specific effects.
    14 KB (2,274 words) - 04:38, 3 November 2021
  • ='''Planet Surface Shader - Mountains Tab'''= [[Image:drex_module_156_2_image_0.png|465pxpx|Planet Surface Shader - Mountains Tab]]
    244 bytes (32 words) - 02:55, 11 July 2010
  • [[Image:drex_module_149_3_image_0.png|center|Image Map Shader - Displacement Tab]] The Displacement tab has settings which control how the Image Map Shader generates displacement from the loaded image.
    2 KB (356 words) - 10:01, 21 March 2012
  • [[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_149_2_image_0.png|center|Image Map Shader - Colour Tab]] This tab has settings which control how the Image Map Shader generates colour information from the image.
    1 KB (237 words) - 23:06, 3 March 2014
  • ='''Function to Displacement Shader'''= [[Image:drex_module_19_image_0.png|485pxpx|Function to Displacement Shader]]
    190 bytes (23 words) - 02:55, 11 July 2010
  • [[File:HFShdr_00_GUI.png|none|470px|Heightfield Shader]] The Heightfield Shader is the basis for any heightfield terrain. It takes data from a heightfield
    15 KB (2,358 words) - 19:05, 15 March 2021
  • [[Image:drex_module_134_1_image_0.png|center|Default Shader - Specular Tab]] ...ar tab contains settings which effect the specularity or reflection of the shader. These are essentially settings which control the glossiness of a surface.
    4 KB (697 words) - 22:29, 17 December 2020
  • [[Image:drex_module_136_image_0.png|485pxpx|Alpine Fractal Shader]] ...s of procedural terrains, as well as the ability for 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_154_image_0.png|485pxpx|Multi Shader]] This node is deprecated in favor of the [[Parts Shader]] node.
    173 bytes (24 words) - 23:54, 3 June 2012
  • [[File:Mola_00_GUI.png|none|470px|MOLA Map Shader]] The MOLA Map Shader is a specialized node designed to load Mars Orbital Laser Altimeter (MOLA)
    3 KB (559 words) - 04:38, 24 March 2021
  • [[File:FakeStones_00_GUI.png|none|470px|Fake Stone Shader]] ...ted. You can control scale and density, shape, and colour. The Fake Stones Shader uses an internal Voronoi-based displacement function to create the rock sha
    11 KB (1,603 words) - 03:22, 4 November 2021
  • [[File:Redirect_00_GUI.png|470 px | Redirect Shader]] ...ement in the negative X,Y,Z directions is accomplished if the displacement shader displaces negatively (e.g. if it indents a surface rather than raising it).
    2 KB (264 words) - 23:27, 20 July 2021
  • [[Image:WaterShader_v4.4_ReflectionsTabOnly_2019-11-06.01.png|Water Shader - Reflections Tab]] ...d:''' Control the smallest amount of "spread" the reflections can have; in other words, how diffuse the reflections are. When rendering with the Standard Re
    2 KB (260 words) - 17:40, 16 July 2020
  • [[Image:drex_module_148_1_image_0.png|center|Heightfield Shader - Colour Tab]] ...ample by connecting it to the Colour function input of a [[Surface Layer]] shader.
    2 KB (309 words) - 02:05, 24 May 2013
  • [[Image:drex_module_134_4_image_0.png|center|Default Shader - Images Tab]] ...s settings relating to the various images used by different aspects of the shader.
    2 KB (300 words) - 11:53, 2 July 2012
  • [[Image:drex_module_16_1_image_0.png|465pxpx|Painted Shader - Transform Tab]] ...ets the position of the origin of the shader. You can use this to move the shader after you've finished painting it or even reposition it while you are paint
    400 bytes (64 words) - 23:45, 3 June 2012
  • ='''Parts Shader'''= [[Image:drex_module_17_image_0.png|485pxpx|Parts Shader]]
    152 bytes (19 words) - 02:55, 11 July 2010
  • [[Image:drex_module_147_image_0.png|485pxpx|Heightfield Displacement Shader]] ==Additional tabs for Heightfield Displacement Shader==
    375 bytes (42 words) - 01:42, 19 April 2012
  • [[File:DisplacementShdr_00_GUI.png|none|470x|Displacement Shader]] ...r function nodes assigned to its function input. Values from the assigned shader or function nodes are converted to scalar data.
    4 KB (486 words) - 21:15, 19 October 2021
  • [[Image:drex_module_137_2_image_0.png|center|Distribution Shader v4 - Slope Constraints Tab]] There is an example of using a slope constraint on the [[Distribution Shader v4|main page]] for this node.
    4 KB (689 words) - 01:55, 14 March 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 or
    30 KB (4,675 words) - 19:00, 30 June 2022
  • [[File:DistanceShdr_00_GUI.png|470 px | Distance Shader]] The Distance Shader generates colour by computing the distance between a referenced camera and
    4 KB (730 words) - 23:25, 19 July 2021
  • [[Image:drex_module_159_1_image_0.png|center|Reflective Shader - Quality Tab]] Back to: [[Reflective Shader]]
    672 bytes (95 words) - 06:58, 6 November 2012
  • [[Image:drex_module_157_3_image_0.png|center|Power Fractal Shader v3 - Tweak Noise Tab]] * '''Noise Flavour:''' The Power fractal shader currently supports the following different flavours of noise:
    4 KB (690 words) - 21:55, 6 March 2014
  • [[Image:drex_module_147_1_image_0.png|465pxpx|Heightfield Displacement Shader - Colour Tab]] Back to: [[Heightfield Displacement Shader]]
    234 bytes (27 words) - 02:30, 18 May 2011
  • [[Image:drex_module_134_3_image_0.png|center|Default Shader - Opacity Tab]] The Opacity tab has settings which effect the opacity of the shader. It might help to think of opacity as being the opposite of transparency.
    2 KB (261 words) - 06:02, 31 December 2013
  • ='''Water Shader - Seed Tab'''= [[Image:drex_module_167_3_image_0.png|465pxpx|Water Shader - Seed Tab]]
    235 bytes (32 words) - 17:41, 16 July 2020
  • ='''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_134_image_0.png|center|Default Shader]] ...ency, luminosity, specular effects, displacement, and opacity. The Default Shader forms the basis for object surface mapping.
    4 KB (691 words) - 22:38, 17 December 2020
  • [[Image:drex_module_137_1_image_0.png|center|Distribution Shader v4 - Altitude Constraints Tab]] Back to: [[Distribution Shader v4]]
    3 KB (556 words) - 11:34, 13 March 2012
  • [[Image:drex_module_148_3_image_0.png|center|Heightfield Shader - Fractal Detail Tab]] ...the Fractal Detail tab allow you add extra detail to the heightfield. The shader adds extra small scale fractal detail which helps to make up for the limite
    3 KB (423 words) - 08:53, 26 August 2014
  • [[File:ReflShdr_00_GUI.png|none|470px|Reflective Shader]] ...(see Usage section). In the example images below, we compare each of the shader’s settings using Terragen’s standard renderer and the newer Path tracer
    14 KB (2,025 words) - 23:50, 4 March 2021
  • [[File:LambertShdr_00_GUI.png|none|470px|Lambert Shader]] The Lambert shader provides an alternate shading model for diffuse reflection. This method re
    5 KB (628 words) - 00:37, 25 February 2021
  • ='''Colour Adjust Shader - Gamma Tab'''= [[Image:drex_module_142_1_image_0.png|465pxpx|Colour Adjust Shader - Gamma Tab]]
    233 bytes (32 words) - 02:56, 11 July 2010
  • [[File:CraterShdr_00_GUI.png|none|470px|Crater Shader]] The Crater node is a displacement shader which creates an effect like a crater on the moon or a volcanic crater.
    3 KB (567 words) - 23:36, 23 August 2021
  • [[Image:drex_module_147_2_image_0.png|465pxpx|Heightfield Displacement Shader - Displacement Tab]] Back to: [[Heightfield Displacement Shader]]
    240 bytes (27 words) - 02:31, 18 May 2011
  • ='''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
  • ='''Planet Surface Shader - Tweaks Tab'''= [[Image:drex_module_156_4_image_0.png|465pxpx|Planet Surface Shader - Tweaks Tab]]
    238 bytes (32 words) - 02:56, 11 July 2010
  • [[Image:drex_module_178_2_image_0.png|center|Heightfield Generate - Use Shader Tab]] ...en use the '''Generate Node''' button to generate the heightfield from the shader. You will need to regenerate the heightfield whenever you make changes to t
    3 KB (428 words) - 08:34, 11 April 2012
  • 0 bytes (0 words) - 04:55, 17 May 2011
  • ...mary way you can control the fundamental look and structure of your scene. Shader Nodes encompass everything from terrain shading and displacement to water t ==Shader Nodes==
    299 bytes (42 words) - 19:10, 31 May 2011
  • [[Category:Colour Shader]] [[Category:Displacement Shader]]
    214 bytes (25 words) - 18:48, 1 June 2011
  • [[File:DisplacementShaderToVector_00_GUI.png|none|470px|Displacement Shader to Vector]] ...placement shader to vector node extracts the displacement generated by the shader or function nodes assigned to its Main input, and returns it as a vector.
    4 KB (591 words) - 23:35, 14 March 2022
  • 815 bytes (105 words) - 07:48, 29 September 2017
  • The Painted shader allows you paint shapes directly into the scene. There are many uses for th ...on on the specific settings of the Painted shader please see the [[Painted Shader|node documentation]].
    12 KB (2,066 words) - 04:24, 11 February 2014
  • [[File:VDS_00_GUI.png|none|470px | Vector Displacement Shader]] The Vector displacement shader can be used to displace a surface in any direction using a vector. The vect
    8 KB (1,222 words) - 00:42, 11 December 2021
  • [[File:Alpine_00_GUI.png|470px|Alpine Fractal Shader]] ...s of procedural terrains, as well as the ability for 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
  • [[Image:Strata-outcrops-v2.png|Strata and Outcrops Shader]] ...the impression of localised outcrops. <br /><br />'''Node Type: '''Surface shader (displacement).<br /> <br />'''Settings:'''<br />
    6 KB (989 words) - 11:10, 29 August 2014
  • [[File:DisplacementShaderToScalar_00_GUI.png|none|470px|Displacement Shader to Scalar]] ...placement shader to scalar node extracts the displacement generated by the shader or function nodes assigned to its Main input, and returns the dot product (
    7 KB (1,156 words) - 20:35, 10 March 2022
  • [[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 hill
    7 KB (989 words) - 23:28, 19 July 2021
  • [[File:GEOG_00_GUI.png|none|470px|GEOG Image Map Shader]] ...an load and georeference images in many raster geospatial data formats. In other words, you can use it to load aerial and satellite photos. Georeferencing m
    22 KB (3,728 words) - 17:59, 2 November 2022
  • ...king at the '''Raster and Projection Info''' field on the [[Geog Image Map Shader - Info Tab | Info]] tab. ...ote that this may change the internal image to RGBA if you specify a value other than 1.
    4 KB (700 words) - 22:54, 3 March 2014
  • ...els in a normal image, except in geospatial images they may represent data other than colour data. Information is shown about each raster band in the image. Back to: [[Geog Image Map Shader]]
    2 KB (360 words) - 22:56, 3 March 2014
  • This tab has settings which control how the Geog Image Map Shader generates colour information from the image. '''Apply colour:''' If this is checked the shader will generate colour from the image.
    1 KB (227 words) - 23:05, 3 March 2014
  • The Displacement tab has settings which control how the Geog Image Map Shader generates displacement from the loaded image. '''Apply displacement:''' If this is checked the shader will generate displacement from the image.
    2 KB (346 words) - 23:08, 3 March 2014
  • '''Create transparency:''' If this is checked then the shader will generate transparency based on a colour from the image. The colour use ...surface layer on the terrain. The red areas of the image being used in the shader are semi transparent. The left render shows the image without any blending.
    3 KB (572 words) - 01:32, 4 March 2014
  • ''An imported OBJ object with the Glass Shader applied, rendered by the [[Path Tracing|Path Tracer]]. With default setting ...ncludes extra settings which are often needed for objects made of glass or other materials with a glass-like appearance.
    11 KB (1,746 words) - 08:54, 8 March 2020
  • [[Image:GlassShaderSub.png|476pxpx|Glass Shader]] ==Additional tabs for Glass Shader==
    145 bytes (18 words) - 02:22, 4 May 2018
  • [[File:TransformInput_00_GUI.png|none|470px|Transform Input Shader]] ...ture coordinates but some exceptions are listed below. The Transform Input Shader works by modifying the texture coordinates before it evaluates the upstream
    7 KB (1,014 words) - 23:40, 30 July 2021
  • ...ture coordinates but some exceptions are listed below. The Transform Merge Shader works by modifying the texture coordinates before it evaluates the upstream ...difference between the [[Transform Input Shader]] and the Transform Merge Shader is:
    3 KB (494 words) - 02:07, 4 May 2018
  • [[File:SmoothFilter_00_GUI.png|none|470px|Smoothing Filter Shader]] The Smoothing Filter Shader asks upstream shaders (via its main input) to produce a "smoother" output.
    2 KB (367 words) - 23:02, 12 July 2021
  • #REDIRECT [[Terragen 4 User Guide Part 2: Fundamental Rendering and Shader Concepts]]
    85 bytes (10 words) - 07:41, 29 September 2017
  • [[File:WarpInput_00_GUI.png|none|470px |Warp Input Shader]] ...eam from its Main input connection using the displacement vectors from the shader attached to its Warper input.
    6 KB (938 words) - 16:43, 3 August 2021
  • [[File:WarpMerge_00_GUI.png|none|470px|Warp Merge Shader ...final result, but it's actually bending the space before it is read by the shader. A simplistic way you can think about it is that the shapes from the warper
    5 KB (873 words) - 19:27, 3 August 2021
  • [[File:00_ShaderPreview_GUI.png|none|600px|Shader Preview]] ...ult, the Shader preview displays a top-down view of the currently selected shader node. You can freely change the camera perspective using either mouse and
    11 KB (1,804 words) - 17:35, 28 June 2022
  • [[File:DefShdr_00_GUI_ColourTab.png|none|470px|Default Shader GUI]] ...ting texture maps to its attributes. With the release of Terragen 4.5 the shader’s settings, tabs and layout has been updated to maximize compatibility wi
    32 KB (4,615 words) - 21:29, 6 January 2021
  • [[File:ShadowCatcher_00_GUI.png|none|470px|Shadow Catcher Shader]] ...r provides a way to render a surface based on the shadows it receives from other 3D objects in the scene, clouds, or its own self shadows.
    3 KB (460 words) - 05:01, 22 September 2021
  • [[File:VortexWarp_00_GUI.png|none|470px|Vortex Warp Shader]] ...dinates used by the shaders attached to its Main Input. For example, this shader can be used to warp clouds, terrains and colour shaders.
    3 KB (404 words) - 23:04, 21 October 2021

Page text matches

  • == Video Tutorials and Other Learning Resources == Some conventions of Terragen and how it differs from other 3D graphics programs.
    9 KB (1,276 words) - 02:32, 16 December 2022
  • ...anetside.co.uk/forums/index.php?topic=12630 Creating a Tower from a Crater Shader] == This tutorial shows you how to create a tower from a Crater shader, how to apply displacement to it, and how to confine the displacement to th
    7 KB (1,058 words) - 19:56, 17 February 2021
  • ...ok like a spider’s web, with all the connection lines crisscrossing each other.  In this article we’ll look at the many ways Terragen can help us to ke ...pty group by right clicking in the Node Network pane and selecting "Create Other > Group".
    7 KB (1,232 words) - 02:05, 11 January 2020
  • 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 shader lesson by Volker Harun of PS forums. https://planetside.co.uk/forums/index.
    3 KB (483 words) - 21:28, 20 April 2020
  • = Displacement Shader = *Fake Stone Shader -- Can be used in place of said object
    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
  • 4. Surface shaders - can be limited by Altitude, Slope and a lot of other things. We'll start with just Min Alt. There is a trick to finding the ri ...can also trial and error, but it takes longer. You can also assign a water shader at step #4 if you don't want a flat surface (and are prepared to wait)
    4 KB (772 words) - 15:35, 28 May 2009
  • ='''Sphere Geometry Shader'''= [[Image:drex_module_171_image_0.png|485pxpx|Sphere Geometry Shader]]
    195 bytes (24 words) - 02:54, 11 July 2010
  • [[Image:WaterShader_v4.4_SubsurfaceTabOnly_2019-11-06.01.png|Water Shader - Sub-surface Tab]] Back to: [[Water Shader]]
    772 bytes (94 words) - 17:42, 16 July 2020
  • ='''Shader Set'''= [[Image:drex_module_173_image_0.png|485pxpx|Shader Set]]
    150 bytes (19 words) - 02:54, 11 July 2010
  • ...ted by any shaders which were called before this function is called, among other things. ...Position in Texture for any networks connected to their Shader inputs, and other shaders may do so.
    8 KB (1,341 words) - 02:24, 29 March 2022
  • *'''Input 2:''' The component values from the shader or function nodes assigned to this setting are multiplied with those from t
    1 KB (188 words) - 22:00, 22 April 2022
  • [[File:ConstantShdr_00_GUI.png|none|470px|Constant Shader]] The Constant Shader provides a specific colour and alpha as output.
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  • [[File:TwistShear_00_GUI.png|none|470px|Twist and Shear Shader]] [[File:TwistShear_07_OverhangCliffs.jpg|800 px | Twist and shear shader used to create overhanging terrain at top of mountains.]]
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  • [[Image:drex_module_147_3_image_0.png|465pxpx|Heightfield Displacement Shader - Fractal Detail Tab]] Back to: [[Heightfield Displacement Shader]]
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  • ...constant value you are comparing with (5 in this case). If you did it the other way around you would get a output like this :<br /><br /><tt>X value: 0 1 2 *'''Input 2:''' The values from the shader or function nodes assigned to this setting are used as the divisor to the M
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  • ...ted by any shaders which were called before this function is called, among other things. ...rendered or sampled, but may be modified by other shaders, e.g. [[Redirect Shader]] whose purpose is to change the normal to cause displacement shaders to di
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  • [[File:HFFromShader_00_GUI.png|none|470px|Heightfield From Shader]] This node is deprecated in favor of using the Shader input on the [[Heightfield_Generate#Use_Shader_Tab|Heightfield Generate]] n
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  • *'''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.]]
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  • [[Image:Strata-outcrops-v2.png|Strata and Outcrops Shader]] ...the impression of localised outcrops. <br /><br />'''Node Type: '''Surface shader (displacement).<br /> <br />'''Settings:'''<br />
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  • [[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.
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  • ...fferent Edge profiles, Smooth step, Bevel, and Radial, of the Simple shape shader. ...of the effect of the Gain scalar node on 3 profiles from the Simple shape shader node, as its value changes from 0 to 1.]]
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  • All nodes in this family have only one setting, which lets you assign a shader or function nodes for Input 2. *'''Input 2:''' The values from the shader or function nodes assigned to this setting are used as the divisor to the M
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  • This node has no other settings apart from the Input node. ...ace layer node and connect the output from the Sin scalar node to its Mask shader input.
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  • #REDIRECT [[Transform Merge Shader]] [[Category:Transform Shader]]
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  • ='''Planet Surface Shader - Continents Tab'''= [[Image:drex_module_156_1_image_0.png|465pxpx|Planet Surface Shader - Continents Tab]]
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  • [[Image:WaterShader_v4.4_2019-11-06.01.png|Water Shader]] The Water Shader is specifically designed to provide a realistic water effect on Terragen su
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  • ='''Merge Shader - Merge Mode Tab'''= [[Image:drex_module_152_1_image_0.png|465pxpx|Merge Shader - Merge Mode Tab]]
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  • ...0px|The Divide Colour node can be used to change the values of the surface shader by manipulating the values assigned to the Input 2 setting.]] If a shader or function nodes are not connected to Input 2, the Main Input passes throu
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  • Density shader<br />
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  • [[File:PaintedShdr_00_GUI.png|none|470px|Painted Shader]] The Painted shader allows you to paint into your scene using the 3D Preview. You can paint sur
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  • ...you need to go down through these internal networks and change the Default shader for that particular part of the object.
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  • [[File:SimpleShapeShader_00_MainAndColourTab.png|none|470px|Simple Shape Shader]] The Simple shape shader node creates simple shapes that can generate colour and displacement with a
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  • [[Image:drex_module_157_1_image_0.png|center|Power Fractal Shader v3 - Colour Tab]] Back to: [[Power Fractal Shader v3]]
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  • ...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 unnaturall All nodes in this family have just one setting, which lets you assign a shader or function nodes to Input 2.
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  • ...ts shape becomes a parallelogram. The plane can be textured just like any other object, and can also be displaced. ...s A edge is drawn in orange and its B edge is drawn in magenta, while its other two edges are drawn as dashed lines to complete the bounding box. If you c
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  • ...equence first''' and '''Sequence last''' values. If an '''Offset''' value other than zero is present, that value will be added to the '''Sequence first''' ...Sequence first''' and '''Sequence last''' values. If an '''Offset''' value other than zero is present, that value will be added to the '''Sequence last''' v
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  • ...ot product is less than 0 then the two vectors are pointing away from each other. ...g in exactly the opposite direction to the other vector (i.e. 180º to the other vector) the value will be -1.
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  • ...Tex Coords from XYZ node generates world space texture coordinates for the shader or function nodes assigned its Main Input. ...ct before moving onto the Shaders Group. This workflow ensures that every shader will have consistent knowledge of the texture coordinates to work with. Ho
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  • [[Image:drex_module_168_1_image_0.png|center|Simple Shape Shader - Displacement Tab]] This is the Displacement tab of the [[Simple Shape Shader]].
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  • ='''Fake Stones Shader - Shape Tab'''= [[Image:drex_module_146_1_image_0.png|465pxpx|Fake Stones Shader - Shape Tab]]
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  • [[File:Merge_00_GUI.png|none|470px|Merge Shader]] ...acting as a mask. You can control the amount of contribution of each input shader as well as the method used for merging.
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  • ...ted by any shaders which were called before this function is called, among other things. ...situation which led to the current shaders to be called. For example, if a shader is being calculated for object B because it was found to reflect on the sur
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  • Note that the surface shader setting is assigned a Default shader with grey colour values at the time the grass clump is created. You will n This tab lets you assign a surface shader to texture the grass clump object.
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  • The Log family of nodes output the natural logarithm value of the shader or function nodes assigned to the Main Input. These nodes have no other settings apart from the Input node.
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  • ...assigned to Scalar to vector node, then displaced with Vector displacement shader.]] ...assigned to Scalar to vector node, then displaced with Vector displacement shader.]]
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  • [[Category:Other Shader]]
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  • ...der appears. You could also create a camera and connect it to an Image map shader to project an image texture onto your scene. ...nt to a 360-degree shutter, or a shutter of 1/24 second in a 24 FPS video. Other values can be chosen, even those outside the range 0 to 1, but it is very u
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  • ...] with its associated nodes will be created and assigned to the '''Surface shader''' input. '''Surface shader:''' You can use this to assign a surface shader to the object.
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  • [[Image:drex_module_137_3_image_0.png|center|Distribution Shader v4 - Tweaks Tab]] This tab contains settings which tweak the aspects of the Distribution shader.
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  • ...on frame 1, when the “Offset” value is zero. If an “Offset” value other than zero is present, that value will be added to the “Sequence first” <li>If an “Offset” value other than "0" is present, that value will be added to the “Sequence last” va
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  • ='''Planet Surface Shader'''= [[Image:drex_module_156_image_0.png|485pxpx|Planet Surface Shader]]
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  • * It is an error for there to be no '''Threshold value''' shader connected when the '''Use threshold value''' check box is checked. In this
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  • The Exp family of nodes output the exponential value of the shader or function nodes assigned to the Main input. The exponential value is the These nodes have no other settings apart from the Input node.
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  • ...ted by any shaders which were called before this function is called, among other things. ...o the local "Up" vector with respect to the planet to which the atmosphere shader is attached.
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  • ...Red/Green/Blue to scalar nodes are used to create masks based on a painted shader. The mask created by the Red to scalar node is then used to control the de ...each of the red, green, and blue channels can be isolated from the Painted shader, and then used as masks.]]
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  • ='''Cloud Fractal Shader v3 - Warping Tab'''= [[Image:drex_module_140_3_image_0.png|465pxpx|Cloud Fractal Shader v3. - Warping Tab]]
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  • *'''Input 2:''' The shader or function nodes assigned to this setting provide the exponent value, that
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  • ...times necessary to disable then re-enable this checkbox after changing the other settings in order to recalculate the crop region correctly. == Heightfield shader "Position" setting ==
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  • *'''Input 2:''' The shader or function nodes assigned to this setting provide the exponent value, that
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  • #REDIRECT [[Warp Merge Shader]] [[Category:Warp Shader]]
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  • ...the Centre setting, and changing either setting automatically updated the other. ..."Cloud altitude" and changing either setting will automatically update the other.
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  • [[Image:drex_module_134_2_image_0.png|center|Default Shader - Displacement Tab]] ...ing the displacement parameters apply equally well to the settings in this shader.
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  • ...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 populatio
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  • [[File:Distribution_00_GUI.png|none|470px|Distribution Shader v4]] ...where colour appears. It is often used to generate masks in order to blend other shaders or limit where populations appear. In many ways It is similar to a
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  • The Exp family of nodes output the exponential value of the shader or function nodes assigned to the Main input. The exponential value is the These nodes have no other settings apart from the Input node.
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  • [[Image:drex_module_150_4_image_0.png|center|Image Map Shader - Effects Tab]] ...e map shader using the same image file and then use that as a mask for the shader. Now you just need to check '''Use alpha/transparency for direct blending''
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  • ...ted by any shaders which were called before this function is called, among other things. Position is the current point on/in the surface/volume being render ...nt shader, Position depends on where the node is connected with respect to other displacement shaders. This is because displacement shaders modify Position
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  • ...wdown only applies to the input shader network, so if they are high in the shader chain the slowdown can be minimised. It multiplies the time needed to compu [[Category:Other Shader]]
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  • If a shader or function nodes are not connected to Input 2, the Main Input is simply pa If a shader or function nodes are not connected to the Main Input, a value of 0, or bla
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  • ='''Cloud Fractal Shader v3 - Density Tab'''= [[Image:drex_module_140_1_image_0.png|465pxpx|Cloud Fractal Shader v3 - Density Tab]]
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  • ...d or lowered using a Scalar Displacement node and varying the value of the shader or function nodes assigned to Input 2.]] If a shader or function nodes are not connected to Input 2, the Main Input passes throu
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  • ...The glow is like a light being emitted from the surface. It will light up other parts of the scene as well. '''Luminosity function:''' This lets you assign a function or shader to control the luminosity effect. There are several ways you can use this t
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  • ...al for building world environments. By using Transform shaders, colour and other shaders can also take advantage of the worldspace texture coordinates. Disp *'''Visible to other rays: ''' When enabled, the Sphere object will be taken into account by all
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  • [[Image:drex_module_149_1_image_0.png|center|Image Map Shader - Flip, Repeat Tab]] Back to: [[Image Map Shader]]
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  • ...sers to mask the placement and distribution of objects. If no distribution shader is specified, the Populator places objects randomly across the defined rect ...ng in a,b: '''Specify the average distance from one object instance to the other.
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  • [[Image:drex_module_148_2_image_0.png|center|Heightfield Shader - Displacement Tab]] ...affect the strength of these effects. If it is unchecked, the this surface shader's displacement is additive, like most displacement shaders in Terragen. You
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  • ...t to file:''' Click the Export to File button once the desired heightfield shader is connected to the node's input, and the file output path is specified (se
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  • ='''Planet Surface Shader - Ocean Tab'''= [[Image:drex_module_156_3_image_0.png|465pxpx|Planet Surface Shader - Ocean Tab]]
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  • ...asis for building the new value. If you do not attach a node to one of the other inputs (Red/Green/Blue or X/Y/Z) then the value for that component is taken *'''X input:''' The X channel becomes the X or red value provided from the shader or function nodes assigned to this setting. If left unassigned, the value
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  • ...fferent Edge profiles, Smooth step, Bevel, and Radial, of the Simple shape shader. ...of the effect of the Bias scalar node on 3 profiles from the Simple shape shader node, as its value changes from 0 to 1.]]
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  • '''Surface shader:''' Allows you to assign a surface shader to change the appearance of the sphere.
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  • [[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 the
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  • [[Image:drex_module_169_image_0.png|center|Contour Shader]] The Contour shader can be used to create contour lines on a surface according to altitude. Thi
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  • ...x|The Multiply Colour node can be used to change the values of the surface shader by manipulating the values assigned to theInput 2 setting.]] If a shader or function nodes are not connected to Input 2, the Main Input passes throu
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  • ...the “Simple shape shader”, “Fractal terrain”, and “Fractal warp shader” nodes, then press the “'''Delete'''” key on your keyboard to delete We’ll use a Merge shader in order to blend between the two terrain nodes.
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  • ='''Fake Stones Shader - Colour Tab'''= [[Image:drex_module_146_2_image_0.png|465pxpx|Fake Stones Shader - Colour Tab]]
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  • ...al for building world environments. By using Transform shaders, colour and other shaders can also take advantage of the worldspace texture coordinates. Disp *'''Visible to other rays:''' When enabled, the Disc object will be taken into account by all th
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  • [[File:ShaderArray_00_GUI.png|none|470px|Shader Array]] ...an random locations like a populator does. The Shader array takes a single shader and reproduces it multiple times in different locations.
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  • [[File:ImageMapShdr_00_GUI.png|none|470px|Image Map Shader]] ...the colour values, determine whether displacement is applied, and control other image-specific effects.
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  • ='''Planet Surface Shader - Mountains Tab'''= [[Image:drex_module_156_2_image_0.png|465pxpx|Planet Surface Shader - Mountains Tab]]
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  • The Log family of nodes output the natural logarithm value of the shader or function nodes assigned to the Main Input. These nodes have no other settings apart from the Input node.
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  • ...u find a population is mysteriously floating above the terrain check which shader has been specified here.
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  • ...splacement Shader to Vector]] node to convert the output of a displacement shader to a vector which can be connected to the '''Displacement function''' input ...computed normal):</u> Displacement only occurs in the lateral plane, or in other words perpendicular to the normal of the underlying object.
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  • These nodes have no other settings apart from the Input node. We’ll begin by adding a Displacement shader and a Sin scalar node to the project. The Sin scalar node needs data to w
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  • ...a disc with curvature that matches the default planet, and applies a Water shader to it. ...es the Lake object the appearance of water and you can apply the shader to other objects as well to give them a water-like appearance.
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  • ...node. We’ll use the node to drive a warp shader assigned to the Density shader input of a cloud layer. Let’s start by adding a cloud layer to the defau Now we’ll construct the node network that feeds into the warp shader which is responsible for manipulating the clouds.
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  • [[Image:drex_module_149_3_image_0.png|center|Image Map Shader - Displacement Tab]] The Displacement tab has settings which control how the Image Map Shader generates displacement from the loaded image.
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  • ...ted for it. This helps to ensure that populations don't coincide with each other. For example let's say you have two populations using different objects but * '''Sample terrain and density shader before moving and rotating area:''' TBC
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  • [[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.
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  • [[Image:drex_module_149_2_image_0.png|center|Image Map Shader - Colour Tab]] This tab has settings which control how the Image Map Shader generates colour information from the image.
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  • ...eral cloud presets. Creating cloud layers automatically creates a density shader, which defines the overall shape or pattern of the clouds. ...the Centre setting, and changing either setting automatically updated the other.
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  • ='''Function to Displacement Shader'''= [[Image:drex_module_19_image_0.png|485pxpx|Function to Displacement Shader]]
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  • This tab lets you assign a surface shader to texture the object. '''Surface shader:''' You can use this to assign a surface shader to the object.
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  • [[File:HFShdr_00_GUI.png|none|470px|Heightfield Shader]] The Heightfield Shader is the basis for any heightfield terrain. It takes data from a heightfield
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  • [[Image:drex_module_134_1_image_0.png|center|Default Shader - Specular Tab]] ...ar tab contains settings which effect the specularity or reflection of the shader. These are essentially settings which control the glossiness of a surface.
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  • [[Image:drex_module_136_image_0.png|485pxpx|Alpine Fractal Shader]] ...s of procedural terrains, as well as the ability for global coverage. This shader is more demanding to render than the Power Fractal.
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  • [[Image:drex_module_154_image_0.png|485pxpx|Multi Shader]] This node is deprecated in favor of the [[Parts Shader]] node.
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  • [[File:Mola_00_GUI.png|none|470px|MOLA Map Shader]] The MOLA Map Shader is a specialized node designed to load Mars Orbital Laser Altimeter (MOLA)
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  • ...gn a surface shader to the Lake. By default this is a [[Water_Shader|Water shader]].
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  • ...ted by any shaders which were called before this function is called, among other things. ...o the local "Up" vector with respect to the planet to which the atmosphere shader is attached.
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  • [[File:FakeStones_00_GUI.png|none|470px|Fake Stone Shader]] ...ted. You can control scale and density, shape, and colour. The Fake Stones Shader uses an internal Voronoi-based displacement function to create the rock sha
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  • ...Surface shader, and a Planet Atmosphere node is assigned to its Atmosphere shader, within its internal node network. ...e origin and the planet’s Centre and Radius settings are related to each other. Imagine that you want to create a small planet with a radius of 5,000 met
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  • *'''Saturation:''' The value from the shader or function nodes assigned to this setting control the amount of desaturati
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  • [[File:Redirect_00_GUI.png|470 px | Redirect Shader]] ...ement in the negative X,Y,Z directions is accomplished if the displacement shader displaces negatively (e.g. if it indents a surface rather than raising it).
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  • [[Image:WaterShader_v4.4_ReflectionsTabOnly_2019-11-06.01.png|Water Shader - Reflections Tab]] ...d:''' Control the smallest amount of "spread" the reflections can have; in other words, how diffuse the reflections are. When rendering with the Standard Re
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  • ...the TGO file contains surface shaders these are assigned to the '''Surface shader''' parameter when the file is loaded. '''Surface shader:''' You can use this to assign a surface shader to the object.
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  • [[Image:drex_module_148_1_image_0.png|center|Heightfield Shader - Colour Tab]] ...ample by connecting it to the Colour function input of a [[Surface Layer]] shader.
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  • [[Image:drex_module_134_4_image_0.png|center|Default Shader - Images Tab]] ...s settings relating to the various images used by different aspects of the shader.
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  • [[Image:drex_module_16_1_image_0.png|465pxpx|Painted Shader - Transform Tab]] ...ets the position of the origin of the shader. You can use this to move the shader after you've finished painting it or even reposition it while you are paint
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  • ...two masks based on different altitudes, then subtracting one mask from the other to define a road that conforms to the terrain.]] *'''Step value:''' The value from the shader or function nodes assigned to this setting is used to evaluate the Main Inp
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  • ...lds below, and the radio buttons for position centering on the Heightfield shader will be disabled.
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  • ...Scalar node is assigned to the luminosity input of the terrain’s Default shader. The rendered image is saved in the EXR format to preserve the floating po
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  • ='''Parts Shader'''= [[Image:drex_module_17_image_0.png|485pxpx|Parts Shader]]
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  • [[Image:drex_module_147_image_0.png|485pxpx|Heightfield Displacement Shader]] ==Additional tabs for Heightfield Displacement Shader==
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  • [[File:DisplacementShdr_00_GUI.png|none|470x|Displacement Shader]] ...r function nodes assigned to its function input. Values from the assigned shader or function nodes are converted to scalar data.
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  • ...the strength of this scattering effect, or the density of air molecules or other Rayleigh-scattering particles in the atmosphere. ...lanets to cast solid shadows onto their atmospheres and the atmospheres of other planets even when the atmospheres are set to ignore shadows of surfaces to
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  • ...Red/Green/Blue to scalar nodes are used to create masks based on a painted shader. The mask created by the Red to scalar node is then used to control the de ...each of the red, green, and blue channels can be isolated from the Painted shader, and then used as masks.]]
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  • [[Image:drex_module_137_2_image_0.png|center|Distribution Shader v4 - Slope Constraints Tab]] There is an example of using a slope constraint on the [[Distribution Shader v4|main page]] for this node.
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  • <!-- [[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]]
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  • ...ted by any shaders which were called before this function is called, among other things. Get Altitude provides the signed difference between [[Get Position] ...om the “'''Output'''” of the Conditional scalar node to the ”'''Mask shader'''” input of the Surface layer node.
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  • [[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 or
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  • ...ensity modulator: The Final density modulator is masking the cloud density shader Cloud shader comparison<br />
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  • [[File:DistanceShdr_00_GUI.png|470 px | Distance Shader]] The Distance Shader generates colour by computing the distance between a referenced camera and
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  • ...scribed above. Only scalar data is recognized and any displacement data a shader provides is ignored and not passed through. In the example below, the colou *'''Input 2:''' The values from the shader or function nodes assigned to this setting are added to the values of the M
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  • ...le points in a terrain make use of texture coordinates which instructs the shader how to colour the given point. ...e is the X component, the G value is the Y, and the B value is the Z. The shader can output this information as diffuse or luminosity. Also note that the G
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  • [[Image:drex_module_159_1_image_0.png|center|Reflective Shader - Quality Tab]] Back to: [[Reflective Shader]]
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  • [[Image:drex_module_157_3_image_0.png|center|Power Fractal Shader v3 - Tweak Noise Tab]] * '''Noise Flavour:''' The Power fractal shader currently supports the following different flavours of noise:
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  • The Visualise normal shader gives an RGB representation of the 3D vector for the surface normal. The R [[Category:Colour Shader]]
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  • '''Input 2:''' The values from the shader or function nodes assigned to this setting are added to the values of the M ...ox labeled Add Vector Output is used for illustration purposes because the shader preview windows can only display values up to 2.
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  • ...an be based on fractal patterns built into the node itself, or you can use other shaders to generate the height information. This node is especially useful ...llows you to easily create variations of the terrain based on the node’s other settings. For example, you can define the “Feature scale” for the terr
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  • [[Image:drex_module_147_1_image_0.png|465pxpx|Heightfield Displacement Shader - Colour Tab]] Back to: [[Heightfield Displacement Shader]]
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  • *'''Input 2:''' The component values from the shader or function nodes assigned to this setting are multiplied with those from t
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  • ...asis for building the new value. If you do not attach a node to one of the other inputs (Red/Green/Blue or X/Y/Z) then the value for that component is taken ...nput:''' The red or X channel becomes the red or X value provided from the shader or function nodes assigned to this setting. If left unassigned, the value
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  • [[Image:drex_module_134_3_image_0.png|center|Default Shader - Opacity Tab]] The Opacity tab has settings which effect the opacity of the shader. It might help to think of opacity as being the opposite of transparency.
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  • ='''Water Shader - Seed Tab'''= [[Image:drex_module_167_3_image_0.png|465pxpx|Water Shader - Seed Tab]]
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  • ...signed to a Colour to vector node, then displaced with Vector displacement shader.]] ...signed to a Colour to vector node, then displaced with Vector displacement shader.]]
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  • ='''Cloud Fractal Shader v3 - Tweak Noise Tab'''= [[Image:drex_module_140_2_image_0.png|465pxpx|Cloud Fractal Shader v3 - Tweak Noise Tab]]
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  • [[Image:drex_module_134_image_0.png|center|Default Shader]] ...ency, luminosity, specular effects, displacement, and opacity. The Default Shader forms the basis for object surface mapping.
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  • .... TGO is a Terragen-specific file format and is generally not supported in other applications. TGO Objects can be moved (translated), rotated, and scaled on ...on frame 1, when the “Offset” value is zero. If an “Offset” value other than zero is present, that value will be added to the “Sequence first”
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  • This node has no other settings apart from the Input node. ...ace layer node and connect the output from the Sin scalar node to its Mask shader input.
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  • These nodes have no other settings apart from the Input node. By multiplying the Bias scalar 01 node by other shader or function nodes you can breakup or mask out parts of the rows and concent
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  • [[Image:drex_module_137_1_image_0.png|center|Distribution Shader v4 - Altitude Constraints Tab]] Back to: [[Distribution Shader v4]]
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  • [[Image:drex_module_148_3_image_0.png|center|Heightfield Shader - Fractal Detail Tab]] ...the Fractal Detail tab allow you add extra detail to the heightfield. The shader adds extra small scale fractal detail which helps to make up for the limite
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  • [[File:ReflShdr_00_GUI.png|none|470px|Reflective Shader]] ...(see Usage section). In the example images below, we compare each of the shader’s settings using Terragen’s standard renderer and the newer Path tracer
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  • [[File:LambertShdr_00_GUI.png|none|470px|Lambert Shader]] The Lambert shader provides an alternate shading model for diffuse reflection. This method re
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  • This tab lets you assign a surface shader to texture the object. '''Surface shader:''' You can use this to assign a surface shader to the object.
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  • This tab lets you assign a surface shader to texture the object. '''Surface shader:''' You can use this to assign a surface shader to the object.
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  • ='''Colour Adjust Shader - Gamma Tab'''= [[Image:drex_module_142_1_image_0.png|465pxpx|Colour Adjust Shader - Gamma Tab]]
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  • ...alues. When these modified values are interpreted by a Vector Displacement shader the deformations lean towards the positive direction and are no longer belo
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  • [[File:CraterShdr_00_GUI.png|none|470px|Crater Shader]] The Crater node is a displacement shader which creates an effect like a crater on the moon or a volcanic crater.
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  • [[Image:drex_module_147_2_image_0.png|465pxpx|Heightfield Displacement Shader - Displacement Tab]] Back to: [[Heightfield Displacement Shader]]
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  • ='''Alpine Fractal Shader - Settings Tab'''= [[Image:drex_module_136_1_image_0.png|465pxpx|Alpine Fractal Shader - Settings Tab]]
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  • This node has no other settings apart from the Input node. ...ace layer node and connect the output from the Sin scalar node to its Mask shader input.
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  • ='''Planet Surface Shader - Tweaks Tab'''= [[Image:drex_module_156_4_image_0.png|465pxpx|Planet Surface Shader - Tweaks Tab]]
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  • ...nance to scalar node calculates the luminance of the color values from the shader or function nodes assigned to the Main Input, then outputs the luminance as In following example, a Painted shader supplies three colour values, which are then used to displace the terrain s
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  • ...Red/Green/Blue to scalar nodes are used to create masks based on a painted shader. The mask created by the Red to scalar node is then used to control the de ...each of the red, green, and blue channels can be isolated from the Painted shader, and then used as masks.]]
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  • [[Image:drex_module_178_2_image_0.png|center|Heightfield Generate - Use Shader Tab]] ...en use the '''Generate Node''' button to generate the heightfield from the shader. You will need to regenerate the heightfield whenever you make changes to t
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  • ...ou want to use as a blend shader for the current node.<br /><br />'''Blend shader list (button)''' – Click this button to display a list of shaders availab <div><center>[[Image:Shader_list_button.jpg]]<br /> [Blend shader list button] </center></div>
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  • ...ts information about the point to shade from the Render State. In turn the shader sends information back to the renderer by modifying values in the Render St ...he [[Warp Shader]] can change the shape of other shaders connected to its "Shader" branch, for example.
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  • ...amera to a Landmark location you can choose it from the "Snap to object or shader" menu in the 3D Preview. You can see this menu by context clicking in the 3
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  • == [[Other Nodes]] == <categorytree mode=pages hideroot=on>Other Nodes</categorytree>
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  • [[Displacement Shader to Scalar]] [[Displacement Shader to Vector]]
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  • ...mary way you can control the fundamental look and structure of your scene. Shader Nodes encompass everything from terrain shading and displacement to water t ==Shader Nodes==
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  • [[Category:Colour Shader]] [[Category:Displacement Shader]]
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  • ...he main window, Render window and any View windows containing 3D Previews, shader previews and network views. This does not include any floating windows like In the Mac version there is one other item, '''Close Window''', which is the first item in the menu and can be us
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  • ...wanted to see, for example, the atmosphere shaders then you can choose the Shader > Atmosphere subcategory and only the atmosphere shaders will be displayed.
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  • ...camera. While its main use is in the 3D Preview, it can also be used with shader and heightfield previews.
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  • ...as fine geometry in a grass object) vs other areas (such as a smooth snow shader, or a clear sky). ...NT value, the more noisy the image can be before more samples are used. In other words the adaptive sampler becomes more "tolerant" of noise with higher val
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  • ...checked then the navigation panel will be shown in 3D Previews, including shader and terrain previews. Initially a toggle button will be displayed, which ca ...checked the navigation compass is shown in the top left of Heightfield and Shader previews by default. It can still be shown and hidden as usual.
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  • ...ound in a User Content folder. If an asset is being loaded from a location other than that originally specified it will have a little magnifying glass icon ...xist but which are unusual in some way. An example of this is an Image Map shader which uses an image sequence. TG2 cannot yet tell if all the image assets i
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  • ...tutorials goes over basic animation controls in the Easy Cloud atmosphere shader.
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  • ...e the [[Surface Layer]] node and the [[Distribution Shader v4|Distribution Shader]] use a fuzzy zone for altitude and slope constraints. The fuzzy zone is ba [[Distribution Shader v4|Back to Distribution Shader]]
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  • ...known as “devices” or “objects”) will be placed here, connected to other nodes, and the output of these connected nodes will create your scene. ...rforms a specific function. It is placed in the workspace and connected to other devices to perform its role in scene creation. It may have one or more inpu
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  • ...ular grid of pixels, or points of color, viewable via a monitor, paper, or other display medium. Bit-mapped image formats in Terragen include raster heightf :The bounding box is a box which surrounds (or bounds) an object or shader. This box shows the maximum extents of the item inside it. Sometimes abbrev
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  • [[File:DisplacementShaderToVector_00_GUI.png|none|470px|Displacement Shader to Vector]] ...placement shader to vector node extracts the displacement generated by the shader or function nodes assigned to its Main input, and returns it as a vector.
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  • ...from the ground the leaf looks lit up by light passing through it from the other side. This is the effect that translucency gives. ...lour parameter with a colour button and brightness slider. The [[Image Map Shader]] uses a slider for translucency and then a standard colour parameter for a
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  • ...ountain ranges down to little pebbles. Displacement can also be applied to other parts of a scene, such as objects like rocks or imported 3D models. ...[[Compute Terrain]] or [[Compute Normal]] shader somewhere upstream in the shader network.
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  • :Using colour Adjust shader to darken wet sand above water Painted shader introduction
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  • ...ent, and other aspects. Basic surface mapping focuses on a small number of shader nodes, primarily the Surface Layer and Fractal Breakup nodes. You can also On the left you will see the Shader List showing all the current shader nodes in the order in which they are processed. Nodes at the top of the lis
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  • ...to make intuitive, specific changes upon and they are less compatible with other applications. ...olution raster heightfields you may be used to dealing with in Terragen or other landscape applications.
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  • The Painted shader allows you paint shapes directly into the scene. There are many uses for th ...on on the specific settings of the Painted shader please see the [[Painted Shader|node documentation]].
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  • [[File:VDS_00_GUI.png|none|470px | Vector Displacement Shader]] The Vector displacement shader can be used to displace a surface in any direction using a vector. The vect
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  • ...uitable for a billboard. Simply assign your billboard image in the Default Shader node that's created along with the object. This tab lets you assign a surface shader to texture the Card object.
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  • This tab lets you assign a surface shader to texture the object. '''Surface shader:''' You can use this to assign a surface shader to the object.
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  • ...lations using various techniques like Simple shape shaders and the Painted shader.
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  • ...ngs in either the population or its attached nodes (object node or density shader for example) the population needs to be repopulated to bring it up-to-date ...use a density shader. The populator uses greyscale values from the density shader to control how many instances it positions in different parts of the popula
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  • * Blurred/glossy reflections. Any reflective shader, water shader or default shader that has reflectivity turned up will benefit from brute-force ray-traced bl ...r was designed to work well with the path tracer (although it is useful in other cases too).
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  • ...ould be a [[Power Fractal Shader v3|Power Fractal]] or an [[Alpine Fractal Shader v2|Alpine Fractal]] terrain. Both of these are based on fractals. You can c Here are some other examples of procedural data in TG:
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  • [[File:Alpine_00_GUI.png|470px|Alpine Fractal Shader]] ...s of procedural terrains, as well as the ability for global coverage. This shader is more demanding to render than the Power Fractal.
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  • ='''Alpine Fractal Shader v2 - Settings Tab'''= [[Image:drex_module_136_1_image_0.png|465pxpx|Alpine Fractal Shader - Settings Tab]]
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  • [[Image:Strata-outcrops-v2.png|Strata and Outcrops Shader]] ...the impression of localised outcrops. <br /><br />'''Node Type: '''Surface shader (displacement).<br /> <br />'''Settings:'''<br />
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  • ...nstances in a population. You can modify the transform for an instance, in other words change its position, rotation or scale. You can also delete instances ...g mode. When you are editing a population you're not able to interact with other objects or shaders in the 3D Preview, only the instances of that population
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  • ...lations using various techniques like Simple shape shaders and the Painted shader.
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  • ...sers to mask the placement and distribution of objects. If no distribution shader is specified, the Populator places objects randomly across the defined rect ...his setting specifies the average distance from one object instance to the other. The higher the value the more space between objects and fewer objects wit
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  • ...u find a population is mysteriously floating above the terrain check which shader has been specified here.
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  • ...ted for it. This helps to ensure that populations don't coincide with each other. For example let's say you have two populations using different objects but * '''Sample terrain and density shader before moving and rotating area:''' TBC
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  • ...ould be inserted into the node network. You can assign a category to types other than clips but this is currently only useful as an organisational tool in t ...eans the Library is unable to find the file for the item is missing, or in other words it can't be found on disk.
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  • ...aring in a separate window the Image Preview panel is also integrated into other windows, such as the [[Project Assets Window|Project Assets]] window. The d ...n example of this is the '''Image filename''' parameter in the [[Image Map Shader]]. When you click the File button a menu will pop up. Choose "Open Preview"
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  • ...g settings the position of the DEM will be controlled by the [[Heightfield Shader]] the Geog heightfield load node is attached to. ...check this the position of the DEM will be controlled by the [[Heightfield Shader]] this node is attached to. The DEM will still be the correct size (accordi
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  • ...checked then the navigation panel will be shown in 3D Previews, including shader and terrain previews. Initially a toggle button will be displayed, which ca ...checked the navigation compass is shown in the top left of Heightfield and Shader previews by default. It can still be shown and hidden as usual.
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  • ...w, [[Animation Panel]] window and any View windows containing 3D Previews, shader previews and network views. This does not include any floating windows like In the Mac version there is one other item, '''Close Window''', which is the first item in the menu and can be us
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  • ...Fit the 3D Preview to the selected item, or the item shown in an object or shader preview&nbsp;&nbsp;[ s ] <br />
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  • ...Fit the 3D Preview to the selected item, or the item shown in an object or shader preview&nbsp;&nbsp;[ s ] <br />
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  • ...nput node" input of "Heightfield shader 01" will be listed as "Heightfield shader 01 - Input node". The '''Output''' popup just lists the name of the nodes,
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  • ...ny nodes in clip files. They don't have to be connected or related to each other in any way. ...o someone else you would also need to send the image used by the Image map shader or they wouldn't be able to reproduce your results.
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  • [[File:DisplacementShaderToScalar_00_GUI.png|none|470px|Displacement Shader to Scalar]] ...placement shader to scalar node extracts the displacement generated by the shader or function nodes assigned to its Main input, and returns the dot product (
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  • [[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 hill
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  • ...be manipulated in the 3D Preview, whether it's an actual object node or a shader. ...formation. Many show a bounding box. Other examples are the [[Simple Shape Shader]], which can show the outline of its shape, and the [[Camera]] which shows
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  • [[File:GEOG_00_GUI.png|none|470px|GEOG Image Map Shader]] ...an load and georeference images in many raster geospatial data formats. In other words, you can use it to load aerial and satellite photos. Georeferencing m
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  • ...king at the '''Raster and Projection Info''' field on the [[Geog Image Map Shader - Info Tab | Info]] tab. ...ote that this may change the internal image to RGBA if you specify a value other than 1.
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  • ...els in a normal image, except in geospatial images they may represent data other than colour data. Information is shown about each raster band in the image. Back to: [[Geog Image Map Shader]]
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  • This tab has settings which control how the Geog Image Map Shader generates colour information from the image. '''Apply colour:''' If this is checked the shader will generate colour from the image.
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  • The Displacement tab has settings which control how the Geog Image Map Shader generates displacement from the loaded image. '''Apply displacement:''' If this is checked the shader will generate displacement from the image.
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  • '''Create transparency:''' If this is checked then the shader will generate transparency based on a colour from the image. The colour use ...surface layer on the terrain. The red areas of the image being used in the shader are semi transparent. The left render shows the image without any blending.
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  • ''An imported OBJ object with the Glass Shader applied, rendered by the [[Path Tracing|Path Tracer]]. With default setting ...ncludes extra settings which are often needed for objects made of glass or other materials with a glass-like appearance.
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  • [[Image:GlassShaderSub.png|476pxpx|Glass Shader]] ==Additional tabs for Glass Shader==
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  • [[File:TransformInput_00_GUI.png|none|470px|Transform Input Shader]] ...ture coordinates but some exceptions are listed below. The Transform Input Shader works by modifying the texture coordinates before it evaluates the upstream
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  • ...ture coordinates but some exceptions are listed below. The Transform Merge Shader works by modifying the texture coordinates before it evaluates the upstream ...difference between the [[Transform Input Shader]] and the Transform Merge Shader is:
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  • [[File:SmoothFilter_00_GUI.png|none|470px|Smoothing Filter Shader]] The Smoothing Filter Shader asks upstream shaders (via its main input) to produce a "smoother" output.
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  • #REDIRECT [[Terragen 4 User Guide Part 2: Fundamental Rendering and Shader Concepts]]
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  • [[File:WarpInput_00_GUI.png|none|470px |Warp Input Shader]] ...eam from its Main input connection using the displacement vectors from the shader attached to its Warper input.
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  • [[File:WarpMerge_00_GUI.png|none|470px|Warp Merge Shader ...final result, but it's actually bending the space before it is read by the shader. A simplistic way you can think about it is that the shapes from the warper
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  • ...ssional. It aims to allow you to work with colour spaces consistently with other applications in your pipeline. '''Shader params (linear)'''
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  • ...transparency, displacement, and much more. Shaders often act on input from other elements of the scene such as light sources, and determine the final color
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  • Just to the right of the Node List is a small shader preview window. This generates a realtime preview of the currently selected [[File:UI-ShaderPreview.jpg|border|450px|The shader preview]]
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  • ...e assigned to multiple renderers, so this won’t change the fact that our other renderer is using the same camera. ...and an attached surface shader node (“Water shader 01”). This surface shader is what makes the lake object look like water. We won't be looking further
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  • ...ntrols. Please refer to the Mouse and Key Settings under the Help menu for other options.) You control the camera in the top pane, which is referred to as t Some of these controls may be familiar to you if you have experience with other 3D applications. The controls are as follows:
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  • ...y nodes further down. When dealing specifically with surface layers in the Shader layout, parents are also covered by their children, but the children are li ...d. The Pattern button accesses the input node of the Cloud layer's density shader, while the information display shows the altitude of the top and bottom of
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  • ...e to make interesting surface maps without this feature. The Surface Layer shader in TGD is descended from the Surface Layer in Terragen Classic which had Co ...his purpose. The larger the breakup amount (or the contrast in the breakup shader itself), the less it looks like a simple blend between the two surfaces.
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  • [[File:00_ShaderPreview_GUI.png|none|600px|Shader Preview]] ...ult, the Shader preview displays a top-down view of the currently selected shader node. You can freely change the camera perspective using either mouse and
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  • ...cases where only horizontal adjustment is possible (as in the heightfield shader). ...that not all nodes can be previewed, so the preview may appear blank. The shader preview window has all the same controls and functionality of the 3D Previe
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  • Some of these controls may be familiar to you if you have experience with other 3D applications. The controls are as follows: ...ng until you are finished. Pause can also be useful when using the Painted shader and painting in the preview window. The Reset button simply resets the prev
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  • ...g a mask between two populations and simply enabling the “Invert density shader” checkbox on one of them may achieve this result. ...odes sharing the same node for their Density shader input. Invert density shader is enabled on the second population.|800px]]
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  • ...on to the right of the Surface shader field and selecting “Go to Default shader 01”. [[File:Tutorial_TintPop_04PopRockSurfaceShader.jpg|The rock object's surface shader. The Diffuse colour is set to 0.5.|800px]]
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  • ...If you only wanted to see the atmosphere shaders then you can choose the Shader > Atmosphere subcategory and only the atmosphere shaders will be displayed.
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  • This guide is about using the '''Glass shader''' to simulate light traveling through and scattering inside objects. The Default shader (above and below) can handle most materials. It can also simulate thin obje
    9 KB (1,385 words) - 02:40, 8 March 2020
  • ...shader (BETA): ''' When checked, or enabled, this shader is masked by the shader or function node assigned to this setting. ...er. It can reduce the cloud’s density in some places and increase it in other places. Likewise, it can reduce the cloud’s coverage in some places and
    35 KB (5,319 words) - 21:43, 25 August 2022
  • [[File:DefShdr_00_GUI_ColourTab.png|none|470px|Default Shader GUI]] ...ting texture maps to its attributes. With the release of Terragen 4.5 the shader’s settings, tabs and layout has been updated to maximize compatibility wi
    32 KB (4,615 words) - 21:29, 6 January 2021

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