Compute Normal: Difference between revisions
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Compute Normal re-computes the normal of the | 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]] | ||
Revision as of 18:33, 15 January 2012
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.
