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  • You can download the accompanying resource files, including source TGDs, terrain file, and image file, by clicking the link below.
    459 bytes (69 words) - 00:52, 12 October 2016
  • Fractals (in this context) are how Terragen generates terrain that goes to the horizon. Various shaders which modify the underlying terrain.
    2 KB (253 words) - 20:50, 4 September 2018
  • [[Image:drex_module_176_image_0.png|485pxpx|Compute Terrain]] ...ent, use a Compute Normal. However, beware that Compute Normal and Compute Terrain slow down computation of their inputs, and the<span class="Apple-converted-
    10 KB (1,548 words) - 14:03, 10 March 2014
  • [[Image:drex_module_194_1_image_0.png|center|Populator v3 - Terrain Tab]] ...ab has settings which let you choose how the population is effected by the terrain.
    596 bytes (94 words) - 09:02, 4 December 2012
  • ='''Terrain Set'''= [[Image:drex_module_172_image_0.png|485pxpx|Terrain Set]]
    152 bytes (19 words) - 02:56, 11 July 2010
  • The terrain is one of the most fundamental building blocks of any scene. Terragen 2 has ...ed in the detail they can present, but capable of presenting very specific terrain shapes (such as real-world elevation data) and being easily edited and wide
    28 KB (4,806 words) - 22:55, 2 September 2020
  • [[Image:drex_module_194_1_image_0.png|center|Populator v4 - Terrain Tab]] ...ab has settings which let you choose how the population is effected by the terrain.
    596 bytes (94 words) - 01:53, 22 July 2013
  • ...he use of two different types of terrain: heightfield and procedural. Both terrain types can be used in the same scene. You can use procedural operators on he ...s the distance between each value (or “point”), or the position of the terrain on the globe can be included (“georeferencing”), but the basic heightfi
    4 KB (582 words) - 20:49, 11 November 2018

Page text matches

  • Shaders provide color and texture for the terrain in a scene. [[Heightfield and Procedural Terrain]]<br />
    9 KB (1,276 words) - 02:32, 16 December 2022
  • You can download the accompanying resource files, including source TGDs, terrain file, and image file, by clicking the link below.
    459 bytes (69 words) - 00:52, 12 October 2016
  • Confused? Never played with a terrain rendering program before? Might want to start here ...on nodes to create masks that "favor depressions" and "favor rises" of the terrain.
    7 KB (1,058 words) - 19:56, 17 February 2021
  • ...e.  By default Terragen already has some nodes grouped together, like the Terrain and Atmosphere groups.
    7 KB (1,232 words) - 02:05, 11 January 2020
  • ...m/watch?v=GPYyevgdP9M&feature=PlayList&p=FCB689245783556D&index=1 Part 2 - Terrain]=== In this section we will cover some simple terrain generation and finding a nice camera spot to render from.
    4 KB (657 words) - 16:55, 23 May 2009
  • Fractals (in this context) are how Terragen generates terrain that goes to the horizon. Various shaders which modify the underlying terrain.
    2 KB (253 words) - 20:50, 4 September 2018
  • When you open Terragen, you will immediately see a terrain with a simple mountain in front of you and a flat area closer to the camera ...on the respective Layout button at the top of the interface, e.g. Objects, Terrain, Shaders, etc. These are customized views that show you nodes and controls
    13 KB (2,291 words) - 01:48, 26 September 2018
  • == Terrain == 1. Terrain - To begin with, you'll need some terrain. We'll use Power Fractal here, since it's a good way to get it to go all t
    4 KB (772 words) - 15:35, 28 May 2009
  • ...anet from which the terrain was displaced, but may be updated by [[Compute Terrain]] or [[Tex Coords From XYZ]] nodes to provide fully 3D texture coordinates. ...irst, in a typical Terragen scene, Position in Texture is set by [[Compute Terrain]] or [[Tex Coords From XYZ]] to provide a consistent value between displace
    8 KB (1,341 words) - 02:24, 29 March 2022
  • ...good for creating overhangs or large scale displacements across an entire terrain. ...rhangCliffs.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
  • ...tart and stop, effectively overriding the lowest and highest points of the terrain. Glaciation is the erosion of the terrain by ice glaciers and the debris contained within them over a period of time.
    4 KB (538 words) - 21:47, 11 June 2021
  • ...uloScalar_02_Terrain.jpg|none|800px|Modular scalar node used to displace a terrain along the X axis position, as the value of Input 2 is changed.]]
    4 KB (643 words) - 23:55, 16 February 2022
  • ...anet from which the terrain was displaced, but may be updated by [[Compute Terrain]] or [[Compute Normal]] nodes to provide a more detailed representation of
    3 KB (429 words) - 18:36, 22 April 2022
  • The Surface Layer is most often used to create surface textures for the terrain. As one of the more complex nodes in Terragen, its parameters have been gr ...our is set to sRGB 0,64,38 and the Colour function is empty, therefore the terrain takes on the Apply colour value.]]
    28 KB (4,377 words) - 23:27, 19 July 2021
  • ...of the Simple shape shader before it gets displaced on the surface of the terrain.]]
    2 KB (378 words) - 04:51, 1 April 2022
  • ...you find angles to use for slope constraints. Imagine you have an area of terrain which is gently rising and then turns into a cliff. You want your surface l ...w context click on the cliff face, near the point where your gently rising terrain turns into the cliff. In the context menu select the '''Copy Slope Angle'''
    4 KB (717 words) - 01:56, 14 March 2012
  • ...o Input 2 of the Divide Vector node can be used to scale the features of a terrain.]]
    3 KB (571 words) - 02:20, 16 February 2022
  • <u>Position in terrain/texture</u> <br /n> ...|800px|You can reposition the Painted shader on the surface of the object, terrain or cloud layer by entering a value in the Translate fields.]]
    5 KB (828 words) - 23:47, 9 August 2021
  • ...xport cameras, lights and markers, including animation. It can also export terrain geometry via the [[Micro Exporter]]. Please see the [[FBX Reference]] for m ...r]] node and it then exports all rendered terrain geometry. You can export terrain geometry to FBX, OBJ, LWO2 and TGO formats.
    3 KB (490 words) - 01:52, 22 January 2020
  • ...anet from which the terrain is displaced, but may be updated by “Compute Terrain” or “Tex Coords From XYZ” nodes to provide fully 3D texture coordinat ...distorted by the underlying terrain. It also integrates smoothly with the terrain around the edges. </li>
    13 KB (2,053 words) - 17:17, 21 August 2020
  • ...the Power fractal shader are unchecked. The result is that colours on the terrain appear unnaturally dark, almost burnt, where the colour values are below ze
    3 KB (546 words) - 20:05, 2 February 2022
  • ...(metres) value to something like -10,000,000 forces it to render after the terrain.
    7 KB (1,253 words) - 23:01, 5 October 2021
  • ...tres)''' value to something like -10,000,000 forces it to render after the terrain.</li>
    18 KB (2,952 words) - 23:40, 27 August 2020
  • ...Using the Dot product node to isolate snow on specific sides of a mountain terrain.]] ...he Dot Product node with the normal vector for a given sample point on the terrain. You specify the direction that you want the snow effect to occur by enter
    4 KB (715 words) - 01:04, 2 March 2022
  • ...became apparent the Compute Normal node was written. Finally, the Compute Terrain node combines the functionality of the Tex Coords from XYZ node and the Com ...coordinates. The Compute Normal returns surface normals, and the Compute Terrain node does both.]]
    4 KB (584 words) - 23:41, 29 June 2021
  • ...distorted by the underlying terrain. It also integrates smoothly with the terrain around the edges. ...the difference between the edge of the shader (at 10m) and the underlying terrain, which is lower than along 10m along the two edges we can see.
    3 KB (518 words) - 11:15, 31 July 2013
  • ...(metres) value to something like -10,000,000 forces it to render after the terrain.
    12 KB (1,913 words) - 23:40, 11 October 2021
  • ...llowing example, the Base colours node first sets the colour values of the terrain to orange and green. The Clamp colour node then modifies each colour compon
    3 KB (463 words) - 22:35, 21 February 2022
  • ...are cast by surfaces interacting with this light source. Surfaces include terrain and objects. TBC
    3 KB (553 words) - 23:10, 14 July 2019
  • ...uent displacement and texturing are accurately placed relative to the true terrain shape. ...ulate the current normals due to displacements occurring after the Compute terrain node.]]
    1 KB (224 words) - 00:05, 14 July 2021
  • ...ile:Camera_14_Fisheye.jpg|none|800px|Fisheye at ground level and above the terrain]] ...he camera and the zero parallax plane, the point in the scene at which the terrain features or 3D objects have no parallax. In the example images below, the
    20 KB (3,479 words) - 03:21, 17 September 2021
  • For scenes that are primarily composed just of terrain and clouds, with few or no objects, you may be able to keep AA relatively l
    9 KB (1,483 words) - 04:30, 28 September 2019
  • ...ing bias value to something like -10,000,000 forces it to render after the terrain.</li>
    22 KB (3,446 words) - 23:44, 11 October 2021
  • ...anet from which the terrain was displaced, but may be updated by [[Compute Terrain]] or [[Compute Normal]] nodes to provide a more detailed representation of
    2 KB (282 words) - 18:38, 22 April 2022
  • ...field Erode simulates the natural effects of weather and water flow on the terrain over a period of time. It enhances the realism of a heightfield by creating <u>Erode Heightfield</u>: This option erodes the terrain based on the various settings below.
    8 KB (1,106 words) - 21:01, 6 January 2021
  • ...ower than the surrounding terrain and you want shadows to be cast from the terrain onto the cloud layers, enable the setting by clicking on the checkbox. Not ...d to modify the lighting. Shadow maps can be used to cast shadows onto the terrain, objects and other cloud layers, but not the cloud layer itself. While typi
    35 KB (5,283 words) - 00:40, 8 November 2022
  • ...t that have "(requires computed normal)" require that there be a [[Compute Terrain]] or [[Compute Normal]] connected somewhere above the node in the network t
    3 KB (513 words) - 10:22, 2 July 2012
  • ...it may be necessary to reposition the rock so that it sits properly on the terrain after changing its diameter. ...(metres) value to something like -10,000,000 forces it to render after the terrain.
    14 KB (2,353 words) - 23:46, 11 October 2021
  • ...imit minimum altitude checkbox enabled, the snow layer will only cover the terrain to the point at which you clicked in the 3D Preview. <u>Position in terrain/texture</u>: When selected the altitudes are based on texture space
    11 KB (1,797 words) - 23:02, 16 July 2021
  • ...is the inside of the planet. The image alpha channel has cut a hole in the terrain. The right hand image shows what happens when '''Use alpha/transparency for
    4 KB (698 words) - 03:53, 4 March 2014
  • ...t from the camera position. If you set this to 1000 then only parts of the terrain 1000m and more from the camera will be exported. ...hest distance from the camera that geometry will be exported. Parts of the terrain beyond this distance are not exported.
    2 KB (250 words) - 09:11, 24 October 2012
  • ...ume above the terrain and half below. To raise the entire cloud above the terrain we can modify the output from the Get position node by subtracting the valu Now the spherical cloud is above the terrain. We can shape the cloud by once again modifying the output of the Get posi
    11 KB (1,699 words) - 22:26, 30 March 2022
  • [[Image:drex_module_176_image_0.png|485pxpx|Compute Terrain]] ...ent, use a Compute Normal. However, beware that Compute Normal and Compute Terrain slow down computation of their inputs, and the<span class="Apple-converted-
    10 KB (1,548 words) - 14:03, 10 March 2014
  • ..., the Divide Scalar node is used to manipulate the displacement height the terrain. ...ode network view, using the Divide scalar node to adjust the height of the Terrain.]]
    3 KB (559 words) - 00:54, 8 February 2022
  • ...(metres) value to something like -10,000,000 forces it to render after the terrain.
    10 KB (1,720 words) - 20:07, 15 October 2021
  • ...tically, so that the object's y coordinate matches the y coordinate of the terrain. The ability to specify a density shader allows users to mask the placement ...value is used for height. Leave the Y field empty if you want to specify a terrain onto which the objects should be placed.
    6 KB (974 words) - 01:30, 14 February 2014
  • Heightfield Export LWO allows you to export a heightfield terrain into a Lightwave LWO format 3D geometry file for import into another 3D app
    1 KB (244 words) - 23:01, 4 February 2021
  • ...of the Simple shape shader before it gets displaced on the surface of the terrain.]]
    2 KB (377 words) - 04:55, 1 April 2022
  • ...t that have "(requires computed normal)" require that there be a [[Compute Terrain]] or [[Compute Normal]] connected somewhere above the node in the network t ...procedural terrain, the amplitude determines how high and low the maximum terrain features can get.
    4 KB (692 words) - 18:40, 16 October 2014
  • ...use the Conditional scalar node to create a transition between mountainous terrain and some lower elevation foothills. In the default Terragen project, let’s remove any terrain features that currently exist in order to start with a completely smooth an
    16 KB (2,551 words) - 03:31, 20 April 2022
  • ...r /> Examples for "Groups" in the default scene are the green area tagged "Terrain", the blue area tagged "Atmosphere", the red area tagged "Shaders" etc.<br * '''Name [e.g. "Terrain"]: '''Sets the name and tag for the Group.
    2 KB (303 words) - 18:47, 1 June 2011
  • ...(metres) value to something like -10,000,000 forces it to render after the terrain.
    8 KB (1,371 words) - 23:09, 13 October 2021
  • ...h lots of craters was assigned to a Shader array and duplicated across the terrain. ...800px|A vector displacement image of lots of craters duplicated across the terrain with a Shader array.]]
    8 KB (1,235 words) - 00:49, 11 December 2021
  • [[Image:drex_module_194_1_image_0.png|center|Populator v3 - Terrain Tab]] ...ab has settings which let you choose how the population is effected by the terrain.
    596 bytes (94 words) - 09:02, 4 December 2012
  • ...ather than in surface layers. They should be connected above the [[Compute Terrain]] node. ...t that have "(requires computed normal)" require that there be a [[Compute Terrain]] or [[Compute Normal]] connected somewhere above the node in the network t
    4 KB (650 words) - 09:59, 18 March 2012
  • ...''drag''' a selection box around the “Simple shape shader”, “Fractal terrain”, and “Fractal warp shader” nodes, then press the “'''delete'''” ...the Displacement shader node to the ”'''Main input'''” of the Compute Terrain node.
    12 KB (1,831 words) - 03:17, 12 April 2022
  • .... You can also control how population instances are angled relative to the terrain. ...cording to the slope of the underlying terrain. The slope is take from the terrain normal. If this is unchecked instances are always oriented so their Y axis
    2 KB (333 words) - 10:20, 4 December 2012
  • ...(metres) value to something like -10,000,000 forces it to render after the terrain.
    7 KB (1,244 words) - 21:58, 27 October 2021
  • * '''Sample terrain and density shader before moving and rotating area:''' TBC
    1 KB (223 words) - 01:55, 22 July 2013
  • ...this Sunlight node. For example, 3D objects will cast shadows onto nearby terrain. ...her and the terrain. For example, cloud layers will cast shadows onto the terrain as well as other cloud layers, which is important for maintaining overall s
    8 KB (1,290 words) - 01:21, 23 October 2021
  • ...decreased render times by two minutes, but less shadows are cast onto the terrain. ...ower than the surrounding terrain and you want shadows to be cast from the terrain onto the cloud layers, enable the setting by clicking on the checkbox. Note
    39 KB (6,022 words) - 20:48, 10 November 2022
  • The Heightfield Shader is the basis for any heightfield terrain. It takes data from a heightfield operator, such as a Heightfield Generate ...ng terrain. The value ranges from 0 to 1. The value relates to the size of terrain. If you use 0 there is no blending performed and the heightfield will poten
    15 KB (2,358 words) - 19:05, 15 March 2021
  • ...rrain shape shader that creates a more natural, eroded-looking mountainous terrain shape than the basic Power Fractal. Unlike a heightfield erosion effect, th
    637 bytes (92 words) - 23:47, 3 June 2012
  • ...ained in the MOLA IMG file. Increasing the value raises the height of the terrain features, while decreasing the value lowers them. To get realistic heights
    3 KB (559 words) - 04:38, 24 March 2021
  • ...strength of the Enviro light's effect specifically on surfaces, including terrain and objects. Default value is 1, higher values are multiples of the default
    4 KB (614 words) - 23:42, 20 September 2021
  • ...f the surface normal. It is important to have a compute normal or compute terrain node upstream of the Fake stone node in order for the displacement directio
    11 KB (1,603 words) - 03:22, 4 November 2021
  • ...Planet object is the basis for most scenes in Terragen. It consists of the terrain geometry, surface attributes, and the atmosphere created around it. ...surface. Typically this is the last node in the workflow starting with the Terrain group and culminating in the Shader group.
    9 KB (1,443 words) - 08:47, 24 December 2021
  • ...s will not show any colour if the heightfield shader is connected into the terrain part of the node network in the normal fashion. You will also need to conne
    2 KB (309 words) - 02:05, 24 May 2013
  • ...subtracting one mask from the other to define a road that conforms to the terrain.]]
    2 KB (383 words) - 00:11, 25 February 2022
  • ...heightfield resolutions are very different the final smoothing across the terrain looks very similar.
    3 KB (400 words) - 18:49, 29 January 2021
  • ...ge is saved in the EXR format to preserve the floating point values of the terrain surface. When the pixels are sampled in a third party software, like Photos
    1 KB (203 words) - 18:41, 4 February 2022
  • ...applied in. Options that "(requires computed normal)" must have a Compute Terrain or Compute Normal node connected somewhere above the Surface Layer in the
    4 KB (486 words) - 21:15, 19 October 2021
  • ...is on, the atmosphere will still affect the lighting on any clouds and the terrain in the project. ...surfaces: '''When this setting is enabled or checked, shadows cast by the terrain, clouds and 3D objects can affect the atmosphere. This setting is disabled
    30 KB (4,145 words) - 03:52, 20 November 2020
  • ...you find angles to use for slope constraints. Imagine you have an area of terrain which is gently rising and then turns into a cliff. You want your mask to a ...w context click on the cliff face, near the point where your gently rising terrain turns into the cliff. In the context menu select the '''Copy Slope Angle'''
    4 KB (689 words) - 01:55, 14 March 2012
  • ...mensional density function, which Terragen uses for things like procedural terrain generation and clouds, as well as masking, displacements, colouring of stru ...ng effect. For example, when the fractal is used for creating a procedural terrain, a high clumping value would account for distinct areas of plains and mount
    11 KB (1,821 words) - 00:09, 12 September 2020
  • ...rrain. The Surface layer’s test colour will indicate which parts of the terrain meet the requirements of the condition. | [[File:GetAltitude_01_TestColor.jpg|none|800px|Render of terrain with the Surface layer’s Enable test colour parameter checked.]]
    5 KB (733 words) - 19:30, 29 March 2022
  • | [[File:PF3_11_Terrain_FeatureScale.jpg|none|800px|Feature scale values on terrain at 1500, 5000, and 12500 metres.]] | [[File:PF3_13_Terrain_LeadInScale.jpg|none|800px|Lead-in scale values on terrain at 5000, 25000, and 100000 metres.]]
    30 KB (4,675 words) - 19:00, 30 June 2022
  • | [[File:SmoothStepScalar_02_Terrain_Off.jpg|none|800px|Terrain without Smooth Step Scalar. The highest peak is 2,250 metres and the lowes ...same, increasing the Step Start value tends to push the lower parts of the terrain upwards.]]
    5 KB (783 words) - 20:55, 25 February 2022
  • ...erge_68_InputNodeGradient_HeightfieldAHF.jpg|none|400px|Gradient image and terrain image merged together for heightfield merge examples below]]
    6 KB (865 words) - 23:32, 25 January 2021
  • ...htfield resolutions are very different the final smooth erosion across the terrain looks very similar. -->
    4 KB (490 words) - 01:14, 11 February 2021
  • ...cts and the terrain, the vertices of a 3D object or the sample points in a terrain make use of texture coordinates which instructs the shader how to colour th For terrains, the texture coordinates are calculated via a Compute Terrain node or the Tex Coords from XYZ node which return the X,Y and Z position in
    11 KB (1,747 words) - 03:01, 22 April 2022
  • ...impossible to completely stop the shadows from changing shape, because the terrain that casts the shadows needs to change levels of detail as the camera moves
    3 KB (459 words) - 17:34, 16 July 2020
  • ...lti-dimensional density function, which TG uses for things like procedural terrain generation and clouds, as well as masking, displacements, colouring of stru ...g" effect. For example, when the fractal is used for creating a procedural terrain, a high clumping value would account for distinct areas of plains and mount
    4 KB (690 words) - 21:55, 6 March 2014
  • * '''Diffuse: '''When checked, the surface of the object or terrain is treated as diffuse. The lights within the project will illuminate it ac * '''Luminous: ''' When checked, the surface of the object of terrain is treated as fully luminous. The lights within the project have no effect
    3 KB (411 words) - 18:16, 17 March 2021
  • ...rk view using the output from the Length to scalar to displace the surface terrain.]]
    1 KB (206 words) - 22:30, 18 March 2022
  • ...es result in a smoother terrain, while larger values result in more varied terrain details. ...her settings. For example, you can define the “Feature scale” for the terrain and then explore variations on this theme by clicking on the “Random Seed
    9 KB (1,320 words) - 21:41, 10 February 2021
  • ...Input 2 of the Multiply Vector node can be used to scale the features of a terrain.]] ...Input 2 of the Multiply Vector node can be used to scale the features of a terrain.]]
    2 KB (346 words) - 20:56, 28 February 2022
  • ...ing bias value to something like -10,000,000 forces it to render after the terrain.</li>
    22 KB (3,424 words) - 06:28, 25 August 2020
  • ='''Terrain Set'''= [[Image:drex_module_172_image_0.png|485pxpx|Terrain Set]]
    152 bytes (19 words) - 02:56, 11 July 2010
  • <u>Position in terrain/texture:</u> TBC
    3 KB (556 words) - 11:34, 13 March 2012
  • ! style="text-align:left;" | Terrain with Reflective shader | [[File:ReflShdr_92_Terrain_ReflShdrOff.jpg|none|266px|Path tracer render of terrain without Reflective shader.]] || [[File:ReflShdr_93_Terrain_ReflShdrOnDefaul
    14 KB (2,025 words) - 23:50, 4 March 2021
  • To add a crater to the terrain, click on the “Add Terrain” button in the Terrain project view and choose the Crater shader from the Displacement shader subm ...ddCrater.png|none|669px|Add a Crater shader to your project via the “Add Terrain” button, then selecting Crater shader from the Displacement Shader submen
    3 KB (567 words) - 23:36, 23 August 2021
  • ...d shader supplies three colour values, which are then used to displace the terrain surface according to the conversion formula, illustrating how much each col ...PG|none|800px|The Node Network view using a Painted Shader to displace the terrain based on each colour’s luminance value.]]
    2 KB (272 words) - 23:14, 15 March 2022
  • ...re coordinates set by object, often modified by other shaders e.g. Compute Terrain, Tex Coords From XYZ, Transform Shader, Warp Shader [[Get Normal in Texture]] - Surface normal set by object, Compute Terrain or Compute Normal
    3 KB (533 words) - 23:19, 22 November 2017
  • ...to go and then choose "Copy Coordinates". This copies the location of the terrain under the mouse. You can then paste the location into the Landmark's positi
    2 KB (282 words) - 10:46, 20 February 2012
  • ...l look and structure of your scene. Shader Nodes encompass everything from terrain shading and displacement to water to atmospherics, including clouds.
    299 bytes (42 words) - 19:10, 31 May 2011
  • === White Spots, Holes, or Missing Geometry in Terrain === ...robably seeing some missing geometry. The white speckles are holes in your terrain geometry showing the sky in the background. This often happens with more ex
    2 KB (284 words) - 20:27, 19 July 2017
  • For scenes that are primarily composed just of terrain and clouds, with few or no objects, you may be able to keep AA relatively l ...ading renders in a way that ultimately produces smoother and more detailed terrain shading (similar to "Defer Atmo" which makes smoother clouds). This means M
    13 KB (2,302 words) - 19:23, 19 February 2020
  • ...en the navigation panel will be shown in 3D Previews, including shader and terrain previews. Initially a toggle button will be displayed, which can be clicked
    2 KB (356 words) - 20:07, 19 July 2017
  • ...wing the path the centre of the sphere moves along. We haven't changed the terrain in the scene so that means all the ground is at an elevation of 0. Looking
    15 KB (2,860 words) - 07:36, 23 July 2019
  • The Terrain, Shader and Node Network layouts all use an indented, collapsible hierarchy ...jor scene element, which also corresponds to the layout types – Objects, Terrain, Shaders, and so on. Clicking these bookmarks will move the network view to
    11 KB (1,942 words) - 08:05, 10 August 2019
  • ...direct lights such as the sun. It includes light received from things like terrain, other cloud layers, and anything else in the sky that is not part of the s ...can bounce between different cloud layers or between a cloud layer and the terrain. It does ''not'' limit how many times light can scatter within a single clo
    26 KB (4,633 words) - 00:56, 14 December 2019
  • ...ing maximum displacement. In Terragen 2 displacement is used to create all terrain by taking heightfield or procedural data as input and using it to displace ...a defined area. Heightfields are used to represent real-world and virtual terrain in a specific, easily converted format. Most heightfields can be represente
    6 KB (1,066 words) - 22:51, 25 September 2018
  • ...Power fractal shader v3 nodes. Following the last node that displaces the terrain, a Displacement shader to vector node is used to direct the displacement da Often when a complex network of displacements is used to shape the terrain, render times can actually be reduced by rendering and saving the displacem
    4 KB (591 words) - 23:35, 14 March 2022
  • # You will see a default scene with gray terrain and no clouds
    3 KB (517 words) - 21:21, 17 July 2017
  • ...gons and add much more detail. During rendering scene elements such as the terrain or objects are broken up into micropolygons. Displacement is used to move t ...ement is a fundamental part of the Terragen 4 rendering engine. All of the terrain is created by applying displacement to the smooth sphere of the underlying
    8 KB (1,288 words) - 07:26, 10 August 2019
  • :Shows two moons and sun position over basic terrain ...e camera projection and the painted shader to show an image projected onto terrain
    2 KB (302 words) - 04:53, 12 July 2012
  • ...List will bring up its settings on the bottom-left. Additionally, like the Terrain and Atmosphere layouts, a small realtime shader preview is shown to the rig ...and a “low” color. These do not correspond to the actual height of the terrain, so you can really just think of them as color 1 and color 2. The Base Colo
    23 KB (3,850 words) - 05:05, 9 January 2020
  • The terrain is one of the most fundamental building blocks of any scene. Terragen 2 has ...ed in the detail they can present, but capable of presenting very specific terrain shapes (such as real-world elevation data) and being easily edited and wide
    28 KB (4,806 words) - 22:55, 2 September 2020
  • ...are several elements of the scene you can paint on. The main ones are the terrain and the background sphere. The background sphere is a very large sphere sur ...to, or it could mean that painting gets slow until you move back on to the terrain.
    12 KB (2,066 words) - 04:24, 11 February 2014
  • ...al terrains as geometry, including displacement and overhangs. Exporting a terrain as a heightfield would not allow this. The Micro exporter can export geomet ...ometry.jpg|none | 800px | Mesh generated by Micro exporter from procedural terrain.]]
    6 KB (945 words) - 23:18, 16 November 2023
  • ...en sculpting terrain features. For example, you could create a procedural terrain in Terragen and export it as vector displacement data via an EXR image, the ...an see, there is no difference between the final renders, yet on a complex terrain the render times from the Vector displacement shader can be significantly l
    8 KB (1,222 words) - 00:42, 11 December 2021
  • = Terragen™ Terrain file specification = ...for the flexibility of chunk positioning. However, if you are writing out terrain files, beware that some chunks must appear before others.
    5 KB (871 words) - 20:12, 23 October 2020
  • ...control the export of scenes from Terragen. Note that this doesn't include terrain geometry, which you will need to export separately using the [[Micro Export
    3 KB (442 words) - 03:59, 2 December 2012
  • ...(metres) value to something like -10,000,000 forces it to render after the terrain.
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  • ...ator can also make instances lean according to the slope of the underlying terrain. ...n''' parameter to be connected to the last [[Compute Terrain]] node in the Terrain group. Clever manipulation of these settings can also let you place a popul
    18 KB (3,056 words) - 18:54, 11 February 2021
  • Micropolygon rendering is used, by default, to render the terrain and bodies of water. ...efficiently as the micropolygon renderer. If you try it you will find that terrain renders blockily, even at high levels of detail. There are other settings y
    9 KB (1,451 words) - 07:28, 10 August 2019
  • ===Case Study: Procedural vs Static - Fractal Terrain vs Heightfield=== ...can create one of these terrains using the "Add Terrain" button above the Terrain Node List.
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  • ...rrain shape shader that creates a more natural, eroded-looking mountainous terrain shape than the basic Power Fractal. Unlike a heightfield erosion effect, th ..., the node is active and the settings below will affect the surface of the terrain. When unchecked, the node is ignored.
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  • ...w and the usual transform handles become available, including the "Drop to Terrain" button. You can only modify one instance at a time.
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  • ...tically, so that the object's y coordinate matches the y coordinate of the terrain. The ability to specify a density shader allows users to mask the placement ...is rendered. This is necessary if you animate your distribution functions, terrain, or object maker. If you don't check this box, the population will still be
    22 KB (3,537 words) - 02:33, 10 September 2021
  • [[Image:drex_module_194_1_image_0.png|center|Populator v4 - Terrain Tab]] ...ab has settings which let you choose how the population is effected by the terrain.
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  • * '''Sample terrain and density shader before moving and rotating area:''' TBC
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  • .... You can also control how population instances are angled relative to the terrain. ...cording to the slope of the underlying terrain. The slope is take from the terrain normal. If this is unchecked instances are always oriented so their Y axis
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  • ...ghtfield (load DEM)" item in the Add Terrain button menu at the top of the Terrain node list. You may notice that Terragen's TER terrain file format (.ter) is listed in the supported formats. However we recommend
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  • ...en the navigation panel will be shown in 3D Previews, including shader and terrain previews. Initially a toggle button will be displayed, which can be clicked
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  • <u>Drop selected to terrain:</u> This drops the selected item to the terrain&nbsp;&nbsp;[ d ] <br /> ...e selected item. This is where the item would sit if it was dropped to the terrain.&nbsp;&nbsp;[ shift-d ] <br />
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  • <u>Drop selected to terrain:</u> This drops the selected item to the terrain&nbsp;&nbsp;[ d ] <br /> ...e selected item. This is where the item would sit if it was dropped to the terrain.&nbsp;&nbsp;[ Shift-d ] <br />
    13 KB (2,331 words) - 18:11, 19 July 2017
  • ...ust as if you were adding a new terrain from the Add Terrain button in the Terrain node list. This can make it much easier for people to use the clip as they
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  • ...terrain around the camera so we can see the full extent of the procedural terrain. Then add a body of water to the project. ...added to the default project, and the Simple shape shader which masks the terrain disabled.]]
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  • ...splaced by a Simple shape shader into a snaking river that cuts across the terrain, or into a detailed hill or mountain. ...S_46v2_RiverExample_FractalWarp.jpg|none|400px|Fractal warp shader warping terrain.]]
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  • ...ht the buttons are for translation (moving), rotation, scaling and drop-to-terrain. Not all objects support all the transformations. Transform buttons will be ...form panel button or using the "T" key to switch between them. The drop-to-terrain button doesn't show a manipulator and is described further below. Manipulat
    6 KB (1,007 words) - 08:39, 7 January 2014
  • <u>An object is sitting too low/high on the terrain</u><br /> ...ould normally be, near the top of the roots, then the tree will sit on the terrain much better.
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  • ...s the image’s pixel values thereby raising or lowering the height of the terrain.]]
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  • ...that are rendered with the micropolygon rasteriser. This usually includes terrain (planet), sky (background sphere), water (lake) or any other displaceable o ...'' is a great way to improve anti-aliasing of textures and lighting on the terrain and other displaced surfaces. It unifies adaptive anti-aliasing across all
    12 KB (2,038 words) - 09:19, 5 November 2019
  • ...is the inside of the planet. The image alpha channel has cut a hole in the terrain. The right hand image shows what happens when '''Use alpha/transparency for
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  • | [[File:TransformInput_09_CraterCity.jpg|none|800px | When you need to mask terrain features that have been warped by other shaders you may need to add a Trans [[File:TransformInput_01_Translate.jpg|none|800px|Terrain features and textures moved via Translate values. ]]
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  • * Any displacements following a 'Compute Terrain' node or 'Tex Coords from XYZ' node - these nodes reset the texture coordin
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  • *'''Smoothing scale:''' This setting controls the scale of the terrain features which are susceptible to smoothing. Features smaller than this va
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  • * Any displacements following a 'Compute Terrain' node or 'Tex Coords from XYZ' node - these nodes reset the texture coordin
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  • ...This warps the shape of the green polygon, while leaving the rest of the terrain features untouched.]] * Any displacements following a 'Compute Terrain' node or 'Tex Coords from XYZ' node - these nodes reset the texture coordin
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  • ...ects render times'': With shadows, it only affects the shadows ''cast by'' terrain or other displaceable primitives (sphere, lake, plane), but those shadows m ...impossible to completely stop the shadows from changing shape, because the terrain that casts the shadows needs to change levels of detail as the camera moves
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  • == Displacement as the Primary Method for Shaping Terrain == ...errain is created through “displacement” of a surface. By default, all terrain is acting on a planet-sized sphere and displacing the surface of that spher
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  • ...rlds. It represents decades of focus on algorithms that plausibly simulate terrain, outdoor lighting, skies, and clouds. ...ns. It fits into an existing production pipeline with import and export of terrain and animation data to industry standard formats, and full support of high d
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  • ...he use of two different types of terrain: heightfield and procedural. Both terrain types can be used in the same scene. You can use procedural operators on he ...s the distance between each value (or “point”), or the position of the terrain on the globe can be included (“georeferencing”), but the basic heightfi
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  • ...It’ll be more interesting to work with a scene that already has textured terrain and dramatic lighting. However, there are a couple of things you should adj ...ning about water, that’s fine. Ideally you already have a scene with the terrain and lighting you want, and you’re adding water to that.
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  • * Making some modifications to the terrain * Using shaders to give the terrain the appearance of dirt, grass, and snow
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  • ...errain layout, the Node List displays nodes that control the shape of the terrain, while in the Atmosphere layout, the list will contain nodes that define th [[File:UI-NodeListClose.jpg|border|The Node List in the Terrain layout]]
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  • ...ected together, form the scene. These nodes include functions for creating terrain, textures, objects, lighting, cameras, and renderers; in other words virtua Nodes are organized into major areas such as terrain, shaders, atmosphere, etc. Not all nodes in the network are necessarily con
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  • The Shader preview is available in the Terrain, Shader, and Atmosphere layouts. Note that not all nodes can be previewed, *'''Copy Altitude:''' When selected, the value of the terrain’s altitude beneath the mouse is copied to the clipboard, so they may be p
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  • ...ayed in the 3D preview depend on the layout you're in. For example, in the Terrain layout, shaders, atmosphere, and lighting are disabled. This speeds up the ...any aspect of your scene by painting in the preview window. You can create terrain shapes, control texture distribution, and even create customized cloud shap
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  • ...ntre" parameter because the sampled coordinates included the height of the terrain, and the clouds may have disappeared under the ground.
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  • To help visualize the mask on the terrain, we can add a new shader by clicking on the “Shader” button located bel ...l allow us to quickly see exactly where the shader is being applied to the terrain. In the Node Network view drag the output of the Power Fractal node to the
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  • ...-depth. The data records the distance between the camera and an object or terrain, or a cloud. ...ibing the 3D vector of a line perpendicular to the surface of an object or terrain, in world space. Each pixel channel contains values from -1.0 to +1.0. Th
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  • * '''Surfaces visible:''' If this is unchecked then surfaces (e.g. terrain, vegetation etc.) are rendered as "holdouts". This means they will appear t ...or too little detail in others (such as where the camera is closer to the terrain than it is on the locked frame).
    21 KB (3,527 words) - 08:08, 12 June 2020
  • * '''Surfaces visible:''' If this is unchecked then surfaces (e.g. terrain, vegetation etc.) are rendered as "holdouts". This means they will appear t ...or too little detail in others (such as where the camera is closer to the terrain than it is on the locked frame).
    21 KB (3,578 words) - 06:34, 19 January 2022
  • ...ower than the surrounding terrain and you want shadows to be cast from the terrain onto the cloud layers, enable the setting by clicking on the checkbox. Not ...to modify the lighting. Shadow maps can be used to cast shadows onto the terrain, objects and other cloud layers, but not the cloud layer itself. While typ
    35 KB (5,319 words) - 21:43, 25 August 2022
  • ...ight down towards your feet, you can see directly through the water to any terrain beneath. This would be considered zero degrees or F0. Gazing outwards tow ...work to work properly. These three options are primarily used to displace terrain. For displacing 3D objects, such as an imported geometry in OBJ format, it
    32 KB (4,615 words) - 21:29, 6 January 2021
  • Now we see fewer instances, randomly scattered around the terrain as defined by the “Area length a,b” settings. Changing the value in on Left click and drag to start painting the mask on the terrain. When you’re done click on the Paintbrush button and select “Stop pain
    14 KB (2,093 words) - 19:02, 11 February 2021
  • ...can be used to visualize exactly where the effects are taking place on the terrain. ...ck the “Enable” checkbox to disable the node and give us a mountainous terrain to work with..
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  • ...ine, or limit a population of grasses to the top of an exposed area of the terrain. ...ess the “D” key to disable the node. Once you do that the mountainous terrain will fill the 3D viewport.
    29 KB (4,721 words) - 16:58, 11 May 2021
  • ...above it, so that we can see the way in which the shadows fall across the terrain. Now that we have a camera flying above the terrain we can add a layer of clouds. Click the “Atmosphere” button, then the
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  • ...(metres) value to something like -10,000,000 forces it to render after the terrain.
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  • ...(metres) value to something like -10,000,000 forces it to render after the terrain.
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  • ...(metres) value to something like -10,000,000 forces it to render after the terrain.
    9 KB (1,537 words) - 23:37, 12 October 2021
  • ...rp_08_Overview.jpg|none|800px|The Vortex Warp shader can warp Cloud Layes, Terrain and even Surface shaders.]]
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  • ...r displacement data in order to harness the power of shaping and modifying terrain features that would otherwise be difficult to accomplish. For demonstration purposes, we’ll create a very simple terrain feature using a Simple shape shader, augmented with a Fake stones shader to
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  • ...|The Add multiplied colour node can be used to increase the steepness of a terrain feature.]] ...|The Add multiplied colour node can be used to increase the steepness of a terrain feature.]]
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  • The Add Multiplied family of nodes can be applied to terrain, clouds, and textures, etc. Here, the same values as above are applied to ...|The Add multiplied scalar node can be used to increase the steepness of a terrain feature.]]
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  • ...|The Add multiplied vector node can be used to increase the steepness of a terrain feature.]] ...|The Add multiplied vector node can be used to increase the steepness of a terrain feature.]]
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  • [[File:LinearStepScalar_02_Terrain_Off.jpg|none|800px|Terrain without Linear Step Scalar. The highest peak is 2,250 metres and the lowes ...same, increasing the Step Start value tends to push the lower parts of the terrain upwards.
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  • ...some parts of the atmosphere while being blocked in other areas by clouds, terrain or other objects.
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  • ...t surfaces:''' When checked, the light will illuminate the surfaces of the terrain or objects in the scene.
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