Heightfield Shader - Displacement Tab: Difference between revisions
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[[Image:drex_module_148_2_image_0.png|center|Heightfield Shader - Displacement Tab]] | [[Image:drex_module_148_2_image_0.png|center|Heightfield Shader - Displacement Tab]] | ||
'''Description:''' | '''Description:'''<br /> | ||
The Displacement tab controls how the values from the node connected to the '''Heightfield''' parameter are turned into displacement. | The Displacement tab controls how the values from the node connected to the '''Heightfield''' parameter are turned into displacement. | ||
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'''Height multiplier:''' This parameter multiplies the heights from the heightfield. The default value of 1 will leave the heights unchanged. A value of 2 will double the heights. A value of 0.5 will make them half as high. | '''Height multiplier:''' This parameter multiplies the heights from the heightfield. The default value of 1 will leave the heights unchanged. A value of 2 will double the heights. A value of 0.5 will make them half as high. | ||
</li><li> | </li><li> | ||
'''Flatten surface first:''' If this checked the planet surface underneath the heightfield is flattened before the heightfield displacement is applied. | '''Flatten surface first:''' If this is checked the planet surface underneath the heightfield is flattened before the heightfield displacement is applied. | ||
</li><li> | </li><li> | ||
'''Interpolation method:''' This controls how the heightfield values are interpolated inbetween actual height values. | '''Interpolation method:''' This controls how the heightfield values are interpolated inbetween actual height values. The Catmull-Rom method is the default and is the best all round method. The following images show the effect of the different interpolation methods on a heightfield. Fractal detail was turned off for these images to show the heightfield more clearly. Click on any of the images to see larger versions. | ||
</li> | </li> | ||
<ul> | </ul> | ||
<center> | |||
<table> | |||
<tr> | |||
<td> | |||
[[file:Hfshader_stepped.jpg|320px|thumb|Stepped]] | |||
</td><td> | |||
[[file:Hfshader_linear.jpg|320px|thumb|Linear]] | |||
</td> | |||
</tr><tr> | |||
<td> | |||
[[file:Hfshader_cubic.jpg|320px|thumb|Cubic]] | |||
</td><td> | |||
[[file:Hfshader_catmull.jpg|320px|thumb|Catmull-Rom]] | |||
</td> | |||
</tr><tr> | |||
<td> | |||
[[file:Hfshader_oversmooth.jpg|320px|thumb|Over Smooth]] | |||
</td> | |||
</tr> | |||
</table> | |||
</center> | |||
Back to: [[Heightfield Shader]] | Back to: [[Heightfield Shader]] | ||
Revision as of 08:55, 22 May 2013

Description:
The Displacement tab controls how the values from the node connected to the Heightfield parameter are turned into displacement.
Settings:
- Height multiplier: This parameter multiplies the heights from the heightfield. The default value of 1 will leave the heights unchanged. A value of 2 will double the heights. A value of 0.5 will make them half as high.
- Flatten surface first: If this is checked the planet surface underneath the heightfield is flattened before the heightfield displacement is applied.
- Interpolation method: This controls how the heightfield values are interpolated inbetween actual height values. The Catmull-Rom method is the default and is the best all round method. The following images show the effect of the different interpolation methods on a heightfield. Fractal detail was turned off for these images to show the heightfield more clearly. Click on any of the images to see larger versions.
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Back to: Heightfield Shader




