Shader Type: Texture Generator (Tool)
Output: Color (RGB) value
Uses a fractal to create a realistic landscape complete with snow, mountains, and grass. The texture generation is based on a coordinate input. Each color can be changed to simulate a different terrain; however, to create lakes and other landscape effects, use flat surfaces that intersect with the displacement-mapped terrain.
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Name |
The shader’s name. Enter any name you like, or leave the default. |
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Coordinates |
Defines the U, V, and Z texture coordinates of the texture. |
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Snow Color |
Defines the snow color (mountain caps), which is defined as the highest region. |
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Snow-Rock Boundary |
Defines the height of the region between the snow (high) and rock (middle) regions. |
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Rock Color |
Defines the rock color, which is defined as the area between the snow and grass. |
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Rock-Grass Boundary |
Defines the height of the boundary between the rock (middle) and grass (low) regions. |
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Grass Color |
Defines the grass color, which is defined as the lowest regions. |
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Boundary Blend |
Controls how much the colors between regions blend with each other. |
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Boundary Ruggedness |
Controls the ruggedness between each region. |
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Ratio |
Defines the amplitude of the successive iterations relative to the current one. For values less than 1, successive iterations have a lower amplitude; for values greater than 1, the iterations have a greater amplitude and the fractal becomes unbounded. |
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Iterations |
Defines the number of iterations used to define the fractal. |
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Amplitude |
Defines the base amplitude of the fractal used to calculate this texture. Applies only to the amplitude of the first iteration; successive iterations may raise the amplitude more. |
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Ruggedness |
Controls the overall ruggedness of the landscape. A low value results in a terrain with smooth values; a high value creates a more jagged and treacherous landscape. |
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U, V Frequency |
Defines the frequency of the fractal in the U and V directions. High values take longer to render. |
Use this shader to drive a parameter with a texture effect anywhere in a render tree. This shader generates a texture that can be used as a color, a Weight value in a mixer shader, or to drive any Surface shader parameter.
Connect a Texture Space Controller shader to drive the Coordinate value of this shader.
Autodesk Softimage v.7.5