Difference between revisions of "Terragen 4 User Guide Part 2: Fundamental Rendering and Shader Concepts"

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(Global Illumination)
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===[[Terragen_4_Global_Illumination|Global Illumination]]===
 
===[[Terragen_4_Global_Illumination|Global Illumination]]===
This [[Terragen_4_Global_Illumination|Global Illumination|document]] from the Terragen 4 Reference explains global illumination (GI) and how it works in TG.
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This [[Terragen_4_Global_Illumination|Global Illumination document]] from the Terragen 4 Reference explains global illumination (GI) and how it works in TG.
  
 
===[[Procedural Data]]===
 
===[[Procedural Data]]===

Revision as of 07:44, 29 September 2017

Work in progress.jpg

This part of the User Guide explains some of the fundamental concepts used for rendering and by shaders in Terragen 4.

Displacement[edit]

The Displacement page explains displacement.

Global Illumination[edit]

This Global Illumination document from the Terragen 4 Reference explains global illumination (GI) and how it works in TG.

Procedural Data[edit]

This page talks about what procedural data is, how TG uses it and how it compares to static data.

Rendering Methods[edit]

This page discusses the two rendering methods TG uses - micropolygon rendering and raytracing.

Translucency[edit]

This page explains the translucency effect available in several shaders.

Literally, to change the position of something. In graphics terminology to displace a surface is to modify its geometric (3D) structure using reference data of some kind. For example, a grayscale image might be taken as input, with black areas indicating no displacement of the surface, and white indicating maximum displacement. In Terragen 2 displacement is used to create all terrain by taking heightfield or procedural data as input and using it to displace the normally flat sphere of the planet.