Difference between revisions of "Water Shader - Reflections Tab"

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[[Category:IMPORT]]
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#REDIRECT [[Water_Shader#Reflections_Tab]]
='''Water Shader - Reflections Tab'''=
 
  
[[Image:drex_module_167_1_image_0.png|465pxpx|Water Shader - Reflections Tab]]
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[[Image:WaterShader_v4.4_ReflectionsTabOnly_2019-11-06.01.png|Water Shader - Reflections Tab]]
This tab controls the reflectivity of the water. The settings are as follows:
 
  
* '''Master reflectivity:''' Controls the overall level of reflectivity for the water.
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This tab controls the reflectivity of the water.
* '''Index of refraction:''' The amount of light refraction caused by a given material, as indicated on index of refraction (or refractive index). 1.33 is the standard refractive index for water. The higher this number is, the more diffuse the reflections will be.
 
* '''Horizon Shift:''' This function is used to simulate the "shift" in reflection due to the aggregate effect of greater or lesser surface roughness on distant reflective surfaces. It will essentially shift the angle of distant reflection toward or away from the horizon.
 
* '''Highlight Intensity:''' Controls the strength of specular highlights from light sources.
 
* '''Min Highlight Spread:''' Control how much "spread" the reflections have; in other words, how diffuse the specular highlights are.
 
  
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'''Settings'''
'''Example movies'''
 
  
{|
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* '''Master reflectivity:''' Controls the overall level of reflectivity for the water.
|
 
Master reflectivity<br />
 
 
[[File:Masterreflectivity.gif‎]]
 
[[File:Masterreflectivity.gif‎]]
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<br/>
Index of refraction<br />
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* '''Index of refraction:''' The amount of light refraction caused by a given material, as indicated on index of refraction (or refractive index). 1.33 is the standard refractive index for water. Index of refraction also affects the ''reflectivity'' of a surface. The higher this number is, the more reflective the surface will be. It makes the most difference on surfaces that are facing towards the camera (e.g. when looking down at water below the camera).
 
[[File:Indexofrefraction.gif]]
 
[[File:Indexofrefraction.gif]]
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<br/>
Horizon shift<br />
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 +
* '''Horizon shift:''' This function is used to simulate the "shift" in reflection due to the aggregate effect of greater or lesser surface roughness on distant reflective surfaces. It will essentially shift the angle of distant reflection toward or away from the horizon.
 
[[File:Horizonshift.gif]]
 
[[File:Horizonshift.gif]]
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<br/>
|-
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|
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* '''Highlight intensity:''' Controls the strength of specular highlights from direct light sources such as the sun.
Highlight intensity<br />
 
 
[[File:Highlightintensity.gif]]
 
[[File:Highlightintensity.gif]]
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<br/>
Min highlight spread<br />
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* '''Min highlight spread:''' Control the smallest amount of "spread" the reflections can have; in other words, how diffuse the reflections are. When rendering with the Standard Renderer this only affects specular highlights of direct light sources such as the sun. When rendering with [[Path Tracing]] this may affect the blurriness of all kinds of reflections, but depends on the version of Terragen.
 
[[File:Minhightlightspread.gif]]
 
[[File:Minhightlightspread.gif]]
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<br/>
|}
 
  
 
Back to: [[Water Shader]]
 
Back to: [[Water Shader]]
__NOTOC__
 
<!-- imported from file: module_167_1.html-->
 

Latest revision as of 17:40, 16 July 2020

Water Shader - Reflections Tab

This tab controls the reflectivity of the water.

Settings

  • Master reflectivity: Controls the overall level of reflectivity for the water.

Masterreflectivity.gif

  • Index of refraction: The amount of light refraction caused by a given material, as indicated on index of refraction (or refractive index). 1.33 is the standard refractive index for water. Index of refraction also affects the reflectivity of a surface. The higher this number is, the more reflective the surface will be. It makes the most difference on surfaces that are facing towards the camera (e.g. when looking down at water below the camera).

Indexofrefraction.gif

  • Horizon shift: This function is used to simulate the "shift" in reflection due to the aggregate effect of greater or lesser surface roughness on distant reflective surfaces. It will essentially shift the angle of distant reflection toward or away from the horizon.

Horizonshift.gif

  • Highlight intensity: Controls the strength of specular highlights from direct light sources such as the sun.

Highlightintensity.gif

  • Min highlight spread: Control the smallest amount of "spread" the reflections can have; in other words, how diffuse the reflections are. When rendering with the Standard Renderer this only affects specular highlights of direct light sources such as the sun. When rendering with Path Tracing this may affect the blurriness of all kinds of reflections, but depends on the version of Terragen.

Minhightlightspread.gif

Back to: Water Shader