Difference between revisions of "Water Shader"
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Rouhness<br /> | Rouhness<br /> | ||
[[File:Rouhness.gif]] | [[File:Rouhness.gif]] | ||
+ | | | ||
| | | | ||
Wave scale<br /> | Wave scale<br /> | ||
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|- | |- | ||
− | |||
Wind patch effect<br /> | Wind patch effect<br /> | ||
[[File:Windpatcheffect.gif]] | [[File:Windpatcheffect.gif]] | ||
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[[File:Windpatchsize.gif]] | [[File:Windpatchsize.gif]] | ||
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+ | Wind patch sharpness<br /> | ||
+ | [[File:WindpatchSharpness.gif]] | ||
|- | |- | ||
|} | |} |
Revision as of 17:17, 12 April 2014
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".
Example movies
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.