Compute Normal: Difference between revisions

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Added example image for overview section and some descriptions. WIP.
 
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[[Image:drex_module_175_image_0.png|485pxpx|Compute Normal]]
[[File:CompNorm_00_GUI.png|none|470|Compute Normal]]
 
== Overview ==
Compute Normal re-computes the normal of the terrain at the point in the network where it is connected. The "normal" of a surface is a vector perpendicular to the surface angle. A computed normal is required for proper application of texture and displacement to the terrain, since both usually depend on the precise shape of the existing terrain. Compute Terrain, which is similar to Compute Normal, provides the initial normal in most scenes and is a part of the default terrain network. If significant changes are made to the displacement after the initial Compute Terrain, the use of a Compute Normal will ensure that subsequent displacement and texturing are accurately placed relative to the true terrain shape.
 
[[File:CompNorm_02_Overview2.jpg|none|800px|Example of using the Compute normal node to calculate the current normals due to displacements occurring after the Compute terrain node.]]
 
'''Settings:'''
 
*'''Name:''' This setting allows you to apply a descriptive name to the node, which can be helpful when using multiple Compute normal nodes in a project.
 
*'''Enable:''' When checked, the node is active and surface normals will be calculated for the terrain up to the point in the network where it is connected.
 
*'''Patch Size:''' Description coming soon.
 
*'''Smooth Surface:''' Description coming soon.
 
 


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Compute Normal re-computes the normal of the terrain at the point in the network where it is connected. The "normal" of a surface is a vector perpendicular to the surface angle. A computed normal is required for proper application of texture and displacement to the terrain, since both usually depend on the precise shape of the existing terrain. Compute Terrain, which is similar to Compute Normal, provides the initial normal in most scenes and is a part of the default terrain network. If significant changes are made to the displacement after the initial Compute Terrain, the use of a Compute Normal will ensure that subsequent displacement and texturing are accurately placed relative to the true terrain shape.


[[Category:Other Shader]]
[[Category:Other Shader]]

Latest revision as of 00:05, 14 July 2021

Compute Normal
Compute Normal

Overview

Compute Normal re-computes the normal of the terrain at the point in the network where it is connected. The "normal" of a surface is a vector perpendicular to the surface angle. A computed normal is required for proper application of texture and displacement to the terrain, since both usually depend on the precise shape of the existing terrain. Compute Terrain, which is similar to Compute Normal, provides the initial normal in most scenes and is a part of the default terrain network. If significant changes are made to the displacement after the initial Compute Terrain, the use of a Compute Normal will ensure that subsequent displacement and texturing are accurately placed relative to the true terrain shape.

Example of using the Compute normal node to calculate the current normals due to displacements occurring after the Compute terrain node.
Example of using the Compute normal node to calculate the current normals due to displacements occurring after the Compute terrain node.

Settings:

  • Name: This setting allows you to apply a descriptive name to the node, which can be helpful when using multiple Compute normal nodes in a project.
  • Enable: When checked, the node is active and surface normals will be calculated for the terrain up to the point in the network where it is connected.
  • Patch Size: Description coming soon.
  • Smooth Surface: Description coming soon.