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  • ...shader chain the slowdown can be minimised. It multiplies the time needed to compute the input displacement by a factor of approximately 3.</font></font
    10 KB (1,548 words) - 14:03, 10 March 2014
  • ...ly the colour/scalar/vector coming into the Main Input by the color/scalar/vector coming into Input 2. ...ants the incoming data to be scalars, and will convert colours and vectors to scalars if necessary as follows:
    4 KB (722 words) - 19:13, 28 February 2022
  • ...or coming into Input 2. The division is component-wise, for example with a colour: ...mber output from the node and ensures that your node network will continue to work. If this was not handled by the nodes, the result might be an invalid
    3 KB (559 words) - 00:54, 8 February 2022
  • [[File:BuildVector_00_GUI.png|none|470px|Build Vector]] ...Build colour node you can input Red, Green and Blue values. For the Build vector node you can input X, Y and Z values.
    2 KB (394 words) - 19:22, 18 March 2022
  • [[File:MultiplyColour_00_GUI.png|none|470px|Multiply Colour]] ...ing into Input 2. The multiplication is component-wise, for example with a colour :
    4 KB (629 words) - 03:39, 20 April 2022
  • ...this case is 4.<br /><br /> If the input value was 20, which is not equal to 5, then the node will output value 2, or 8 in this example.<br /><br /> As ...ual to</u><nowiki>: If the input value is </nowiki>''greater than or equal to'' the comparison value the If result will be output.
    16 KB (2,551 words) - 03:31, 20 April 2022
  • ...coming into Input 2. The subtraction is component-wise, for example with a colour :<br /><br /> Input.red '''-''' Input 2.red<br /> Input.green '''-''' Input *'''Name: '''This setting allows you to apply a descriptive name to the node, which can be helpful when using multiple Subtract scalar nodes in
    1,009 bytes (158 words) - 19:46, 6 April 2022
  • ...f the shader instances but this can make the 3D Preview slow and difficult to interact with. ...n also use the '''Limit effect area''' and '''Boundary padding''' settings to restrict the area covered by the Shader array.
    8 KB (1,235 words) - 00:49, 11 December 2021
  • ...osition, as well as whether to flip or repeat the loaded image, adjust the colour values, determine whether displacement is applied, and control other image- *'''Name:''' This setting allows you to apply a descriptive name to the node, which can be helpful when using multiple Image map shader nodes i
    14 KB (2,274 words) - 04:38, 3 November 2021
  • Displacement is what gives three dimensional shape to your surface layers. The Displacement contains settings which let you contr ...to the '''Displacement function''' input. There are many nodes you can use to create displacement.
    4 KB (650 words) - 09:59, 18 March 2012
  • [[File:ConstantScalar_00_GUI.png|none|470px|Constant Colour]] ...s the values that make up the red, green, and blue channel of a particular colour.
    1 KB (254 words) - 20:57, 4 February 2022
  • [[File:MixColour_00_GUI.png|none|470px| Mix Colour]] ...n a component-wise basis, but the Mix controller value is always converted to a scalar if it is not already a scalar:<br /><br /> Output.x = Input.x '''a
    2 KB (412 words) - 23:32, 5 April 2022
  • [[File:AdjColourSaturation_00_GUI.png|none|470px|Adjust Colour Saturation]] ...node, the final desaturation value is based on the luminance value of the colour.
    2 KB (309 words) - 20:45, 2 May 2022
  • [[File:Voronoi3DAVector_000_GUI.png|400px|none|470px|Smooth Voronoi 3D A Vector]] ...te that the output vector of the nodes was converted to a greyscale colour to better show the pattern.
    2 KB (324 words) - 02:55, 7 April 2022
  • ...quired, ranging between the order of magnitude of a tiny grain of sand, up to planetary structures. <br /n> ...ud shader, which then interpret the fractal information provided, relative to the functions these other shaders perform. <br /n>
    30 KB (4,675 words) - 19:00, 30 June 2022
  • ...the colour/scalar/vector coming into the Main Input with the colour/scalar/vector coming into Input 2. ...s the incoming data to be scalars, but it will convert colours and vectors to scalars if necessary.
    4 KB (632 words) - 22:31, 28 January 2022
  • ...terrain make use of texture coordinates which instructs the shader how to colour the given point. ...re coordinates, remapping them into the visible range of 0 to 1. In this colour representation the R value is the X component, the G value is the Y, and th
    11 KB (1,747 words) - 03:01, 22 April 2022
  • [[File:Voronoi3DBVector_00_GUI.png|none|470px|Smooth Voronoi 3D B Vector]] ...te that the output vector of the nodes was converted to a greyscale colour to better show the pattern.<br /><br />
    2 KB (320 words) - 21:17, 7 April 2022
  • ...mal values which range from -1 to +1 are remapped into the visible range 0 to 1. * '''Name: ''' This setting allows you to apply a descriptive name to the node, which can be helpful when using multiple Visualise normal nodes i
    3 KB (411 words) - 18:16, 17 March 2021
  • [[File:AddVector_00_GUI.png|none|470px|Add Vector]] ...the colour/scalar/vector coming into the Main Input with the colour/scalar/vector coming into Input 2.
    3 KB (537 words) - 20:44, 24 January 2022

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