Difference between revisions of "Water Shader"
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[[Image:drex_module_167_image_0.png|485pxpx|Water Shader]] | [[Image:drex_module_167_image_0.png|485pxpx|Water Shader]] | ||
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+ | '''Node Description and Purpose:''' The Water Shader is specifically designed to provide a realistic water effect on Terragen 2 surfaces, including wave-shaped displacement, reflectivity, and transparency. Specialized controls are provided to realistically simulate certain water phenomena, for example "wind patchiness". | ||
==Additional tabs for Water Shader== | ==Additional tabs for Water Shader== | ||
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* [[Water Shader - Seed Tab]] | * [[Water Shader - Seed Tab]] | ||
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[[Category:Other Surface Shader]] | [[Category:Other Surface Shader]] |
Revision as of 00:01, 4 June 2012
Node Description and Purpose: The Water Shader is specifically designed to provide a realistic water effect on Terragen 2 surfaces, including wave-shaped displacement, reflectivity, and transparency. Specialized controls are provided to realistically simulate certain water phenomena, for example "wind patchiness".
Additional tabs for Water Shader[edit]
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.