Difference between revisions of "Visualise Tex Coords"

From Terragen Documentation from Planetside Software
Jump to: navigation, search
(Visualise Tex Coords)
(2 intermediate revisions by the same user not shown)
Line 1: Line 1:
[[Category:IMPORT]]
 
='''Visualise Tex Coords'''=
 
 
 
[[Image:drex_module_165_image_0.png|485pxpx|Visualise Tex Coords]]
 
[[Image:drex_module_165_image_0.png|485pxpx|Visualise Tex Coords]]
  
 
Visualise normal and visualise tex coords are shaders which give an RGB representation of the 3D vector (the surface normal or the texture coordinates). The R value of the colour is the X component, G is Y, and B is Z. Surface normal values which range from -1 to +1 are remapped into the visible range 0 to 1.
 
Visualise normal and visualise tex coords are shaders which give an RGB representation of the 3D vector (the surface normal or the texture coordinates). The R value of the colour is the X component, G is Y, and B is Z. Surface normal values which range from -1 to +1 are remapped into the visible range 0 to 1.
  
UV coordinate from imported geometry usually only occupy X and Y, therefore blue is usually 0. They usually range from 0 to 1. But if applied to terrain or other procedural object, tex coords are XYZ. There is a repeat option for the texture coordinates because they are not limited to just the 0 to 1 range on procedural objects; this option causes the values to repeat within the 0-1 range.
+
UV coordinates from imported geometry usually only occupy X and Y, therefore blue is usually 0. They usually range from 0 to 1. But if applied to terrain or other procedural object, tex coords are XYZ. There is a repeat option for the texture coordinates because they are not limited to just the 0 to 1 range on procedural objects; this option causes the values to repeat within the 0-1 range.
  
__NOTOC__
 
 
<!-- imported from file: module_165.html-->
 
<!-- imported from file: module_165.html-->
 +
 +
[[Category:Colour Shader]]

Revision as of 18:50, 1 June 2011

Visualise Tex Coords

Visualise normal and visualise tex coords are shaders which give an RGB representation of the 3D vector (the surface normal or the texture coordinates). The R value of the colour is the X component, G is Y, and B is Z. Surface normal values which range from -1 to +1 are remapped into the visible range 0 to 1.

UV coordinates from imported geometry usually only occupy X and Y, therefore blue is usually 0. They usually range from 0 to 1. But if applied to terrain or other procedural object, tex coords are XYZ. There is a repeat option for the texture coordinates because they are not limited to just the 0 to 1 range on procedural objects; this option causes the values to repeat within the 0-1 range.

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.