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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

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.
    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
  • ...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
    4 KB (643 words) - 23:55, 16 February 2022
  • ...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
    3 KB (429 words) - 18:36, 22 April 2022
  • [[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
  • *'''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.]]
    28 KB (4,377 words) - 23:27, 19 July 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
  • ...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.]]
    2 KB (378 words) - 04:51, 1 April 2022
  • 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
    3 KB (571 words) - 02:20, 16 February 2022
  • 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.
    6 KB (1,084 words) - 22:29, 7 March 2022
  • #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
  • ...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
    4 KB (764 words) - 00:47, 8 February 2022
  • Density shader<br />
    585 bytes (74 words) - 17:50, 9 May 2014
  • [[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
  • ...you need to go down through these internal networks and change the Default shader for that particular part of the object.
    1 KB (242 words) - 22:42, 4 November 2012
  • [[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
  • ...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.
    3 KB (546 words) - 20:05, 2 February 2022
  • ...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
    7 KB (1,253 words) - 23:01, 5 October 2021
  • ...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
    18 KB (2,952 words) - 23:40, 27 August 2020
  • ...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.
    4 KB (715 words) - 01:04, 2 March 2022
  • ...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
    4 KB (584 words) - 23:41, 29 June 2021
  • [[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
  • ...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
    2 KB (283 words) - 20:43, 22 April 2022
  • 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.
    12 KB (1,913 words) - 23:40, 11 October 2021
  • 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.
    885 bytes (141 words) - 20:23, 5 April 2022
  • ...assigned to Scalar to vector node, then displaced with Vector displacement shader.]] ...assigned to Scalar to vector node, then displaced with Vector displacement shader.]]
    2 KB (233 words) - 22:47, 16 March 2022
  • [[Category:Other Shader]]
    1 KB (224 words) - 00:05, 14 July 2021
  • ...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
    20 KB (3,479 words) - 03:21, 17 September 2021
  • ...] 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.
    1 KB (188 words) - 22:55, 3 June 2012

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