Difference between revisions of "Build Colour"

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(Updated GUI image, added settings and descriptions.)
 
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[[Category:IMPORT]]
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<div style="float:right; border-style:solid; padding:20px"><categorytree mode=pages hideroot=off>Convert</categorytree></div>
='''Build Colour'''=
 
  
[[Image:drex_module_96_image_0.png|485pxpx|Build Colour]]
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[[File:BuildColour_00_GUI.png|none|470px|Build Colour]]
__NOTOC__
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==Overview==
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The Build family of nodes allow you to construct colours or vectors. They let you input scalar values for each component. For the Build colour node you can input Red, Green and Blue values. For the Build vector node you can input X, Y and Z values.
  
'''Node Description & Purpose: '''<br /> The Build family of nodes allow you to construct colours or vectors. They let you input scalar values for each component. For the Build colour node you can input Red, Green and Blue values. For the Build vector node you can input X, Y and Z values.
 
  
 
The value from the Input node is used as the basis for building the new value. If you do not attach a node to one of the other inputs (Red/Green/Blue or X/Y/Z) then the value for that component is taken from the corresponding component of the Input node value. Here is an example, using a vector:
 
The value from the Input node is used as the basis for building the new value. If you do not attach a node to one of the other inputs (Red/Green/Blue or X/Y/Z) then the value for that component is taken from the corresponding component of the Input node value. Here is an example, using a vector:
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As there is no scalar input for the Y component the y value from the input vector is used. Here is a diagram of the example above:
 
As there is no scalar input for the Y component the y value from the input vector is used. Here is a diagram of the example above:
  
<center><br /> [[File:Build_colour_vector_network.jpg]]<br /></center>
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[[File:Build_colour_vector_network.jpg]]
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'''Settings:'''
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*'''Name:''' This setting allows you to apply a descriptive name to the node, which can be helpful when using multiple Build colour nodes in a project.
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*'''Enable:''' When checked, the node is active and the conversion operation will take place. When unchecked the values assigned to its Main Input, if any, are passed through, otherwise a value of 0 is passed through.
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*'''Red input:''' The red or X channel becomes the red or X value provided from the shader or function nodes assigned to this setting.  If left unassigned, the value provided from the Main Input’s red or X channel is used.
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*'''Green input:''' The green or Y channel becomes the green or Y value provided from the shader or function nodes assigned to this setting.  If left unassigned, the value provided from the Main Input’s green or Y channel is used.
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*'''Blue input:''' The blue or Z channel becomes the blue or Z value provided from the shader or function nodes assigned to this setting.  If left unassigned, the value provided from the Main Input’s blue or Z channel is used.
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'''Node Type: ''' Function
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<br /n>
  
'''Settings: '''<br /> 
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[[Category:Convert]]
*The Build colour node has inputs which let you set the Red, Green and Blue values for the output colour.<br /> 
 
*The Build vector node has inputs which let you set the X, Y and Z values for the output colour.
 

Latest revision as of 19:09, 18 March 2022

Build Colour

Overview[edit]

The Build family of nodes allow you to construct colours or vectors. They let you input scalar values for each component. For the Build colour node you can input Red, Green and Blue values. For the Build vector node you can input X, Y and Z values.


The value from the Input node is used as the basis for building the new value. If you do not attach a node to one of the other inputs (Red/Green/Blue or X/Y/Z) then the value for that component is taken from the corresponding component of the Input node value. Here is an example, using a vector:

Input.x is 100
Input.y is 200
Input.z is 300

X scalar input is 500
Z scalar input is -400

The output vector will look like this:

Output.x is 500
Output.y is 200
Output.z is -400

As there is no scalar input for the Y component the y value from the input vector is used. Here is a diagram of the example above:

Build colour vector network.jpg


Settings:

  • Name: This setting allows you to apply a descriptive name to the node, which can be helpful when using multiple Build colour nodes in a project.
  • Enable: When checked, the node is active and the conversion operation will take place. When unchecked the values assigned to its Main Input, if any, are passed through, otherwise a value of 0 is passed through.
  • Red input: The red or X channel becomes the red or X value provided from the shader or function nodes assigned to this setting. If left unassigned, the value provided from the Main Input’s red or X channel is used.
  • Green input: The green or Y channel becomes the green or Y value provided from the shader or function nodes assigned to this setting. If left unassigned, the value provided from the Main Input’s green or Y channel is used.
  • Blue input: The blue or Z channel becomes the blue or Z value provided from the shader or function nodes assigned to this setting. If left unassigned, the value provided from the Main Input’s blue or Z channel is used.



A scalar is a single number. 1, 200.45, -45, -0.2 are all examples of scalar values.

A vector is a set of three scalars, normally representing X, Y and Z coordinates. It also commonly represents rotation, where the values are pitch, heading and bank.

A single object or device in the node network which generates or modifies data and may accept input data or create output data or both, depending on its function. Nodes usually have their own settings which control the data they create or how they modify data passing through them. Nodes are connected together in a network to perform work in a network-based user interface. In Terragen 2 nodes are connected together to describe a scene.

A shader is a program or set of instructions used in 3D computer graphics to determine the final surface properties of an object or image. This can include arbitrarily complex descriptions of light absorption and diffusion, texture mapping, reflection and refraction, shadowing, surface displacement and post-processing effects. In Terragen 2 shaders are used to construct and modify almost every element of a scene.