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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

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  • ...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

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