Add Multiplied Scalar: Difference between revisions

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| [[File:AddMultipliedScalar_07_SSSMound.jpg|None|800px|The Add multiplied scalar node can be used to increase the steepness of a terrain feature.]]
| [[File:AddMultipliedScalar_07_SSSMound.jpg|None|800px|The Add multiplied scalar node can be used to increase the steepness of a terrain feature.]]
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| [[File:AddMultipliedScalar_10_AltMnt.jpg|None|800px|Another landscape example using the Add multiplied scalar node and Constant scalar node to increase the steepness of a terrain features.]]
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|[[File:AddMultipliedScalar_06_SSSMoundNodeNetwork.JPG|none|800px|The brightness of the power fractal noise values increase as the Constant scalar value is raised.]]
|[[File:AddMultipliedScalar_06_SSSMoundNodeNetwork.JPG|none|800px|The brightness of the power fractal noise values increase as the Constant scalar value is raised.]]

Revision as of 01:04, 27 January 2022

Add Multiplied Colour
Add Multiplied Colour



Overview

The Add Multiplied family of nodes will multiply the Main Input with Input 2 and add that result with the Main Input.


Mathematically it looks like this:

    (Main Input * Input 2) + Main Input


When the incoming data is not scalar data, the node first converts the data to scalar as follows:

    For colour data, the node converts the data to scalar based on the component's luminance values. The math for this is: 0.2125 * r + 0.7152 *g + 0.0724 * b.
    For vector data, the node converts the data to scalar based on the length of the vector from the zero origin. The math for this is: square_root(x*x + y*y + z*z).


In the example images below, a proxy box labeled Add Multiplied Scalar Output is used for illustration to see the numerical output values.


In this example, the source data is scalar.

    When the source data is scalar, the Main input value is multiplied by the Input 2 value, and the result is added to the Main Input value.
    When the source data is scalar, the Main input value is multiplied by the Input 2 value, and the result is added to the Main Input value.


When the source data is colour, it is first converted to scalar data. Note that the node ignores the displacement data.

    When the source data is colour, it is first converted to scalar. Note that the displacement data is ignored.
    When the source data is colour, it is first converted to scalar. Note that the displacement data is ignored.
    When the source data is colour, it is first converted to scalar. Note that the displacement data is ignored.
    When the source data is colour, it is first converted to scalar. Note that the displacement data is ignored.


If a shader or function nodes are not connected to Input 2, the Main Input passes through to the Output.

    When Input 2 is disconnected, the Main Input is passed through.
    When Input 2 is disconnected, the Main Input is passed through.


If a shader or function nodes are not connected to the Main Input, nothing passes through the node.

    When the Main Input is disconnected, nothing is passed through the node.
    When the Main Input is disconnected, nothing is passed through the node.


All nodes in this family have just one setting, which lets you assign a shader or function nodes to Input 2.


Settings:


  • Name: This setting allows you to apply a descriptive name to the node, which can be helpful when using multiple Add Multiplied Scalar nodes in a project.
  • Enable: When checked, the node is active and the Main Input value is first multiplied by Input 2 value, and the result is added to the Main Input value. When unchecked, only the Main Input value is passed through the node.
  • Input 2: The values from the shader or function nodes assigned to this setting are multiplied with the values of the Main Input. The result of that is added to the Main Input value.


Fun with Add Multiplied Scalar

The Add Multiplied Scalar node can be used to exaggerate the high or low values from the Main Input.


In this example, the displacement of the mound increases as the value of the Constant Scalar is raised. Note how the values in the Add multiplied scalar preview window are brighter than those of the Transform input shader preview window.

    The Add multiplied scalar node can be used to increase the steepness of a terrain feature.
    Another landscape example using the Add multiplied scalar node and Constant scalar node to increase the steepness of a terrain features.
    The brightness of the power fractal noise values increase as the Constant scalar value is raised.
    The brightness of the power fractal noise values increase as the Constant scalar value is raised.


In the example below, the steepness of a river gorge or canyon can be controlled by increasing the value of the Constant Scalar.

    The Add multiplied scalar node can be used to increase the steepness of a terrain feature.
    The Simple shape shader’s beveled edge values become brighter as the Constant scalar value is raised.
    The Simple shape shader’s beveled edge values become brighter as the Constant scalar value is raised.