Visualise Normal

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Revision as of 18:16, 17 March 2021 by Redmaw (talk | contribs) (Added descriptions and example images for all settings.)
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Visualise Normal
Visualise Normal

Overview

The Visualise normal shader gives an RGB representation of the 3D vector for the surface normal. The R value of the colour is the X component, G is Y, and B is Z. Surface normal values which range from -1 to +1 are remapped into the visible range 0 to 1.


Settings:

    • Name: This setting allows you to apply a descriptive name to the node, which can be helpful when using multiple Visualise normal nodes in a project.
    • Enable: When checked, the node is active and the settings below will affect the surface. When unchecked, the node is ignored.
    • Diffuse: When checked, the surface of the object or terrain is treated as diffuse. The lights within the project will illuminate it according to their position and rotation, and if “Do shadows” is enabled in the Renderer, shadows cast by these light sources will be visible on the surface.
      Diffuse checked, with red, green and blue channels.
      Diffuse checked, with red, green and blue channels.
      Diffuse checked, global illumination, atmosphere, lighting and shadows enabled.
      Diffuse checked, global illumination, atmosphere, lighting and shadows enabled.
      Diffuse checked, global illumination, atmosphere, lighting and shadows disabled.
      Diffuse checked, global illumination, atmosphere, lighting and shadows disabled.


    • Luminous: When checked, the surface of the object of terrain is treated as fully luminous. The lights within the project have no effect upon the surface
      Luminous checked, with red, green and blue channels.
      Luminous checked, with red, green and blue channels.
      Luminous checked, global illumination, atmosphere, lighting and shadows enabled.
      Luminous checked, global illumination, atmosphere, lighting and shadows enabled.
      Luminous checked, global illumination, atmosphere, lighting and shadows disabled.
      Luminous checked, global illumination, atmosphere, lighting and shadows disabled.


    • Flip X: When checked, flips the surface normal from left to right.
    • Flip Y: When checked, flips the surface normal from top to bottom.
    • Flip Z: When checked, flips the surface normal from front to back.
      Cube with Diffuse checked, then each normal is flipped.
      Cube with Diffuse checked, then each normal is flipped.
      Terrain with Diffuse checked, then each normal is flipped.
      Terrain with Diffuse checked, then each normal is flipped.
      Cube with Luminous checked, then each normal is flipped
      Cube with Luminous checked, then each normal is flipped
      Terrain with Luminous checked, then each normal is flipped.
      Terrain with Luminous checked, then each normal is flipped.