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  • [[File:VectorToColour_00_GUI.png|none|470px|Vector to Colour]] ...converts the Input vector into a colour. This conversion happens according to the node input type conversion rules which are described in the [[Node Inpu
    2 KB (294 words) - 17:50, 17 March 2022
  • [[File:Colour2Vector_00_GUI.png|none|470px|Colour to Vector]] ...converts the Input colour into a vector. This conversion happens according to the node input type conversion rules which are described in the [[Node Inpu
    1 KB (234 words) - 23:02, 16 March 2022

Page text matches

  • ...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 ...Mix controller'''<nowiki>: This is where you specify the node that is used to control the mixing between the Input and Input 2 values. If you do not spec
    2 KB (411 words) - 23:34, 5 April 2022
  • ...and [[Warp Shader]] modify Position in Texture for any networks connected to their Shader inputs, and other shaders may do so. ...e use of transforms from [[Transform Shader]] or [[Warp Shader]], you need to use Position in Texture.
    8 KB (1,341 words) - 02:24, 29 March 2022
  • [[File:SubtractVector_00_GUI.png|none|470px|Subtract Vector]] ...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
    1,007 bytes (158 words) - 19:48, 6 April 2022
  • ...ader]] whose purpose is to change the normal to cause displacement shaders to displace in different directions. ...ced, but may be updated by [[Compute Terrain]] or [[Compute Normal]] nodes to provide a more detailed representation of the surface relief.
    3 KB (429 words) - 18:36, 22 April 2022
  • The Surface Layer is most often used to create surface textures for the terrain. As one of the more complex nodes *'''Name: '''This setting allows you to apply a descriptive name to the node, which can be helpful when using multiple Surface layer nodes in a
    28 KB (4,377 words) - 23:27, 19 July 2021
  • [[File:DivideVector_00_GUI.png|none|470px|Divide Vector]] ...or coming into Input 2. The division is component-wise, for example with a colour:
    3 KB (571 words) - 02:20, 16 February 2022
  • [[File:ConstantColour_00_GUI.png|none|470px|Constant Colour]] ...s the values that make up the red, green, and blue channel of a particular colour.
    2 KB (298 words) - 20:54, 4 February 2022
  • [[File:Y2Scalar_00_GUI.png|none|470px|Y to Scalar]] ...ar. For example, the Y to scalar node will output the Y value of the input vector.
    6 KB (1,084 words) - 22:29, 7 March 2022
  • [[File:Clamp01Colour_00_GUI.png|none|470px|Clamp 0 1 Colour]] ...he clamping is done component-wise for colours. Here is an example using a colour with the following values:
    2 KB (331 words) - 20:48, 21 February 2022
  • [[File:DivideColour_00_GUI.png|none|470px|Divide Colour]] ...or coming into Input 2. The division is component-wise, for example with a colour:
    4 KB (764 words) - 00:47, 8 February 2022
  • [[File:ConstantVector_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 (236 words) - 20:59, 4 February 2022
  • [[File:AddColour_00_GUI.png|none|470px|Add Colour]] ...the colour/scalar/vector coming into the Main Input with the color/scalar/vector coming into Input 2.
    3 KB (546 words) - 20:05, 2 February 2022
  • ...two vectors. If the dot product equals 0 then the two vectors are at 90º to each other (perpendicular). If the dot product is greater than 0 then two v ...sine = Dot product( vector 1, vector 2 ) ÷ ( Length( vector 1 ) x Length( vector 2 ) )</code>
    4 KB (715 words) - 01:04, 2 March 2022
  • [[File:VectorToColour_00_GUI.png|none|470px|Vector to Colour]] ...converts the Input vector into a colour. This conversion happens according to the node input type conversion rules which are described in the [[Node Inpu
    2 KB (294 words) - 17:50, 17 March 2022
  • [[File:ClampColour_00_GUI.png|none|470px|Clamp Colour]] ...he clamping is done component-wise for colours. Here is an example using a colour, with the following values:
    3 KB (463 words) - 22:35, 21 February 2022
  • ...Clamp 0 family of nodes allow you to clamp, or restrict, the values of the colour or scalar coming into the Input so they are always at least 0. If the value The clamping is done component-wise for colours. Here is an example using a colour with the following values:
    2 KB (322 words) - 20:57, 21 February 2022
  • [[File:MixVector_00_GUI.png|none|470px|Mix Vector]] ...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) - 23:35, 5 April 2022
  • ...ced, but may be updated by [[Compute Terrain]] or [[Compute Normal]] nodes to provide a more detailed representation of the surface relief. ...Texture is usually set to the local "Up" vector with respect to the planet to which the atmosphere shader is attached.
    2 KB (282 words) - 18:38, 22 April 2022
  • ...he clamping is done component-wise for colours. Here is an example using a colour, with the following values: After clamping the colour will have these values:
    2 KB (413 words) - 23:06, 21 February 2022
  • ...ement shader, Position depends on where the node is connected with respect to other displacement shaders. This is because displacement shaders modify Pos ...ement. This is because all displacements are performed before any shader's colour and lighting is calculated.
    11 KB (1,699 words) - 22:26, 30 March 2022
  • ...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
  • [[File:ABSColour_00_GUI.png|none|470px|Abs Colour]] ...family of nodes allow you to find the absolute value of the colour/scalar/vector coming into the Input. The absolute value of a number is its value regardle
    2 KB (306 words) - 20:27, 21 February 2022
  • [[File:Clamp0Colour_00_GUI.png|none|470px|Clamp 0 Colour]] ...Clamp 0 family of nodes allow you to clamp, or restrict, the values of the colour or scalar coming into the Input so they are always at least 0. If the value
    2 KB (320 words) - 20:55, 21 February 2022
  • [[File:MultiplyVector_00_GUI.png|none|470px|Multiply Vector]] ...ing into Input 2. The multiplication is component-wise, for example with a colour :
    2 KB (346 words) - 20:56, 28 February 2022
  • [[File:BuildColour_00_GUI.png|none|470px|Build Colour]] ...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 (400 words) - 19:09, 18 March 2022
  • [[File:ABSVector_00_GUI.png|none|470px|Abs Vector]] ...family of nodes allow you to find the absolute value of the colour/scalar/vector coming into the Input. The absolute value of a number is its value regardle
    2 KB (306 words) - 20:31, 21 February 2022
  • [[File:Colour2Vector_00_GUI.png|none|470px|Colour to Vector]] ...converts the Input colour into a vector. This conversion happens according to the node input type conversion rules which are described in the [[Node Inpu
    1 KB (234 words) - 23:02, 16 March 2022
  • [[File:Z2Scalar_00_GUI.png|none470px|Z to Scalar]] ...ar. For example, the Z to scalar node will output the Z value of the input vector.
    5 KB (899 words) - 23:36, 7 March 2022
  • ...family of nodes allow you to find the absolute value of the colour/scalar/vector coming into the Input. The absolute value of a number is its value regardle ...values as positive values. When these modified values are interpreted by a Vector Displacement shader the deformations lean towards the positive direction an
    2 KB (336 words) - 20:29, 21 February 2022
  • [[File:X2Scalar_00_GUI.png|none|470px|X to Scalar]] ...ar. For example, the X to scalar node will output the X value of the input vector.
    5 KB (899 words) - 05:25, 5 March 2022
  • [[File:SubtractColour_00_GUI.png|none|470px|Subtract Colour]] ...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
    1,008 bytes (158 words) - 19:44, 6 April 2022

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