Heightfield Shader: Difference between revisions

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==Additional tabs for Heightfield Shader==
==Additional tabs for Heightfield Shader==

Revision as of 09:13, 22 May 2013

Heightfield Shader
Heightfield Shader

Node Description and Purpose:
The Heightfield Shader is the basis for any heightfield terrain. It takes data from a heightfield operator node (such as a Heightfield Generate) node and turns it into displacement. It's also used to position the heightfield and control various aspects of its appearance. One very useful thing it can do is add additional fractal detail which can greatly improve the appearance of the heightfield, especially if it's relatively low resolution.


Node Type: Displacement Shader


Settings:


Location tab

  • Flip x: If this is checked the heightfield is flipped (left becomes right etc.) along the X axis.
  • Flip y: Check this to flip the heightfield along the Y axis (top becomes bottom etc.)
  • Position centre: Click this to position the heightfield around its centre.
  • Position lower left: Click this to position the heightfield using its lower left corner.
  • Position upper left: Click this to position the heightfield using its upper left corner.
  • Position: This parameter sets and X and Z position of the heightfield.
  • Border blending: This setting controls how much of the heightfield is blended around its edges to smooth it into the surrounding terrain. The value ranges from 0 to 1. The value relates to the size of terrain. If you use 0 there is no blending performed and the heightfield will potentially have a hard edge all the way around it, like a vertical cliff. A value of 1 means that the heightfield will blend all the way across its width and height. This will effectively make it flat.
  • Stitchable border: TBC



Additional tabs for Heightfield Shader