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	<id>https://docs.planetside.co.uk/w/index.php?action=history&amp;feed=atom&amp;title=Shaders</id>
	<title>Shaders - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://docs.planetside.co.uk/w/index.php?action=history&amp;feed=atom&amp;title=Shaders"/>
	<link rel="alternate" type="text/html" href="https://docs.planetside.co.uk/w/index.php?title=Shaders&amp;action=history"/>
	<updated>2026-06-27T08:12:01Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://docs.planetside.co.uk/w/index.php?title=Shaders&amp;diff=12158&amp;oldid=prev</id>
		<title>BFlasher at 18:50, 11 November 2018</title>
		<link rel="alternate" type="text/html" href="https://docs.planetside.co.uk/w/index.php?title=Shaders&amp;diff=12158&amp;oldid=prev"/>
		<updated>2018-11-11T18:50:13Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 18:50, 11 November 2018&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Shaders are a familiar concept in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/del&gt;computer graphics &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;industry &lt;/del&gt;and are used in many &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;other &lt;/del&gt;3D applications. Fundamentally, a shader &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;applies color and texture to &lt;/del&gt;a surface. In computer graphics terminology, a “shader” is the set of instructions that dictate how a particular surface will be shaded, including aspects like diffuse color, luminosity, specularity and reflectivity, transparency, displacement, and much more. Shaders often act on input from other elements of the scene such as light sources, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;determining &lt;/del&gt;the final color of the surface by combining lighting effects with base surface properties.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Shaders are a familiar concept in computer graphics and are used in many 3D applications. Fundamentally, a shader &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;controls the appearance of &lt;/ins&gt;a surface. In computer graphics terminology, a “shader” is the set of instructions that dictate how a particular surface will be shaded, including aspects like diffuse color, luminosity, specularity and reflectivity, transparency, displacement, and much more. Shaders often act on input from other elements of the scene such as light sources, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and determine &lt;/ins&gt;the final color of the surface by combining lighting effects with base surface properties.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In &lt;/del&gt;Terragen&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, all scene elements are depicted as “nodes,” and virtually any node that applies to a surface is &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shader. Shader nodes are &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;two primary types &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Terragen:  “compound nodes” and &quot;function nodes.&quot; The term “compound node” refers &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shader nodes like the power fractal which encompass a great deal &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;functionality and internal complexity in a single node interface&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While you won&#039;t see the term “compound node” used to refer &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;any specific node in the Terragen interface, it is &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;useful term to refer to nodes which are not function nodes and which have greater encapsulated functionality.&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Terragen &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;provides &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;set &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;built-&lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shaders that allow you &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;create many kinds &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;surfaces&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;These can be combined &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;create &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wide variety &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;natural looking scenes&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For users &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more specialized requirements&lt;/ins&gt;, however&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;Terragen &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;also includes &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ability &lt;/ins&gt;to use function nodes &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to create &lt;/ins&gt;more specific and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;customized results&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Function nodes, on the other hand, are the most basic building blocks &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a shader, often times comprised of individual simplistic math operations such as add, subtract, sine, and cosine&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Experienced shader writers and those who have a firm grasp of how mathematics applies to computer graphics can use these individual functional components to build whole networks, &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;complex interactions that comprise surface shaders capable of producing unique and powerful effects. Function nodes are the building blocks that those who are experienced writing shaders in other applications may find most familiar&lt;/del&gt;, however Terragen &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;provides so-called compound nodes for &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most often-used and important effects like simple surface shading with altitude control, or image mapping. As a beginner or intermediate Terragen user, you will seldom have need &lt;/del&gt;to use function nodes&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. This capability is provided for those with unique requirements or who need &lt;/del&gt;more specific &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;control over their shader output &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;who have the appropriate knowledge and experience to effectively build shaders from scratch&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>BFlasher</name></author>
	</entry>
	<entry>
		<id>https://docs.planetside.co.uk/w/index.php?title=Shaders&amp;diff=12117&amp;oldid=prev</id>
		<title>BFlasher at 21:34, 8 October 2018</title>
		<link rel="alternate" type="text/html" href="https://docs.planetside.co.uk/w/index.php?title=Shaders&amp;diff=12117&amp;oldid=prev"/>
		<updated>2018-10-08T21:34:44Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 21:34, 8 October 2018&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Shaders are a familiar concept in the computer graphics industry and are used in many other 3D applications. Fundamentally, a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;“shader” does just what the name implies – it “shades” something, &lt;/del&gt;a surface &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in your scene, where “shade” means literally “to apply color to&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;” &lt;/del&gt;In computer graphics terminology, a “shader” is the set of instructions that dictate how a particular surface will be shaded, including aspects like diffuse color, luminosity, specularity and reflectivity, transparency, displacement, and much more. Shaders often act on input from other elements of the scene such as light sources, determining the final color of the surface by combining lighting effects with base surface properties.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Shaders are a familiar concept in the computer graphics industry and are used in many other 3D applications. Fundamentally, a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shader applies color and texture to &lt;/ins&gt;a surface. In computer graphics terminology, a “shader” is the set of instructions that dictate how a particular surface will be shaded, including aspects like diffuse color, luminosity, specularity and reflectivity, transparency, displacement, and much more. Shaders often act on input from other elements of the scene such as light sources, determining the final color of the surface by combining lighting effects with base surface properties.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In Terragen, all scene elements are depicted as “nodes,” and virtually any node that applies to a surface is a shader. Shader nodes are of two primary types in Terragen:  “compound nodes” and &amp;quot;function nodes.&amp;quot; The term “compound node” refers to shader nodes like the power fractal which encompass a great deal of functionality and internal complexity in a single node interface. While you won&amp;#039;t see the term “compound node” used to refer to any specific node in the Terragen interface, it is a useful term to refer to nodes which are not function nodes and which have greater encapsulated functionality.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In Terragen, all scene elements are depicted as “nodes,” and virtually any node that applies to a surface is a shader. Shader nodes are of two primary types in Terragen:  “compound nodes” and &amp;quot;function nodes.&amp;quot; The term “compound node” refers to shader nodes like the power fractal which encompass a great deal of functionality and internal complexity in a single node interface. While you won&amp;#039;t see the term “compound node” used to refer to any specific node in the Terragen interface, it is a useful term to refer to nodes which are not function nodes and which have greater encapsulated functionality.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Function nodes, on the other hand, are the most basic building blocks of a shader, often times comprised of individual simplistic math operations such as add, subtract, sine, and cosine. Experienced shader writers and those who have a firm grasp of how mathematics applies to computer graphics can use these individual functional components to build whole networks, with complex interactions that comprise surface shaders capable of producing unique and powerful effects. Function nodes are the building blocks that those who are experienced writing shaders in other applications may find most familiar, however Terragen provides so-called compound nodes for the most often-used and important effects like simple surface shading with altitude control, or image mapping. As a beginner or intermediate Terragen user, you will seldom have need to use function nodes. This capability is provided for those with unique requirements or who need more specific control over their shader output and who have the appropriate knowledge and experience to effectively build shaders from scratch.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Function nodes, on the other hand, are the most basic building blocks of a shader, often times comprised of individual simplistic math operations such as add, subtract, sine, and cosine. Experienced shader writers and those who have a firm grasp of how mathematics applies to computer graphics can use these individual functional components to build whole networks, with complex interactions that comprise surface shaders capable of producing unique and powerful effects. Function nodes are the building blocks that those who are experienced writing shaders in other applications may find most familiar, however Terragen provides so-called compound nodes for the most often-used and important effects like simple surface shading with altitude control, or image mapping. As a beginner or intermediate Terragen user, you will seldom have need to use function nodes. This capability is provided for those with unique requirements or who need more specific control over their shader output and who have the appropriate knowledge and experience to effectively build shaders from scratch.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>BFlasher</name></author>
	</entry>
	<entry>
		<id>https://docs.planetside.co.uk/w/index.php?title=Shaders&amp;diff=12116&amp;oldid=prev</id>
		<title>BFlasher: Created page with &quot;Shaders are a familiar concept in the computer graphics industry and are used in many other 3D applications. Fundamentally, a “shader” does just what the name implies –...&quot;</title>
		<link rel="alternate" type="text/html" href="https://docs.planetside.co.uk/w/index.php?title=Shaders&amp;diff=12116&amp;oldid=prev"/>
		<updated>2018-10-08T21:22:48Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;Shaders are a familiar concept in the computer graphics industry and are used in many other 3D applications. Fundamentally, a “shader” does just what the name implies –...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Shaders are a familiar concept in the computer graphics industry and are used in many other 3D applications. Fundamentally, a “shader” does just what the name implies – it “shades” something, a surface in your scene, where “shade” means literally “to apply color to.” In computer graphics terminology, a “shader” is the set of instructions that dictate how a particular surface will be shaded, including aspects like diffuse color, luminosity, specularity and reflectivity, transparency, displacement, and much more. Shaders often act on input from other elements of the scene such as light sources, determining the final color of the surface by combining lighting effects with base surface properties.&lt;br /&gt;
&lt;br /&gt;
In Terragen, all scene elements are depicted as “nodes,” and virtually any node that applies to a surface is a shader. Shader nodes are of two primary types in Terragen:  “compound nodes” and &amp;quot;function nodes.&amp;quot; The term “compound node” refers to shader nodes like the power fractal which encompass a great deal of functionality and internal complexity in a single node interface. While you won&amp;#039;t see the term “compound node” used to refer to any specific node in the Terragen interface, it is a useful term to refer to nodes which are not function nodes and which have greater encapsulated functionality.&lt;br /&gt;
&lt;br /&gt;
Function nodes, on the other hand, are the most basic building blocks of a shader, often times comprised of individual simplistic math operations such as add, subtract, sine, and cosine. Experienced shader writers and those who have a firm grasp of how mathematics applies to computer graphics can use these individual functional components to build whole networks, with complex interactions that comprise surface shaders capable of producing unique and powerful effects. Function nodes are the building blocks that those who are experienced writing shaders in other applications may find most familiar, however Terragen provides so-called compound nodes for the most often-used and important effects like simple surface shading with altitude control, or image mapping. As a beginner or intermediate Terragen user, you will seldom have need to use function nodes. This capability is provided for those with unique requirements or who need more specific control over their shader output and who have the appropriate knowledge and experience to effectively build shaders from scratch.&lt;/div&gt;</summary>
		<author><name>BFlasher</name></author>
	</entry>
</feed>