| Texture | Terrain | Advanced | Render Tree Usage
Shader Type: Texture
Output: Color (RGB) value
Uses a fractal to create a realistic landscape, complete with snow, mountains, and grass. Each color can be changed to simulate a different terrain. To create lakes and other landscape effects, use flat surfaces that intersect with the displacement-mapped terrain.
|
Name |
The shader’s name. Enter any name you like, or leave the default. |
|
Texture Space |
Defines the texture space the texture will be applied to. The projection can be defined per object or to all objects in the selection. Object Selection: When multiple objects are selected, defines whether changes are applied to all objects or a specific one. This control updates automatically as you select objects in the scene, as long as the property editor is not locked. Property Selection: Lets you choose a Texture Support. If no texture support has been defined, you can create one by clicking New. If a texture projection is already defined, you can edit it by clicking Edit. Edit: Opens the Texture Support property page for the defined texture projection. New: Defines the new texture projection to be created. You can choose from the following: • UV: Projects the texture along the U and V. • Planar XY: Projects the texture on X and Y coordinates only. • Planar XZ: Projects the texture on X and Z coordinates only. • Planar YZ: Projects the texture on Y and Z coordinates only. • Cylindrical: Projects the texture as though it is a cylinder wrapped around an object. • Spherical: Surrounds the object with a spherical mapping across the whole surface with some distortion. • Spatial: The texture is centered on the scene’s origin. • Cubic: Applies the texture onto the object by first assigning the object’s polygons to faces of a cube, and then projecting the texture onto each face by default. The layout of a cubic projection can be completely customized using the options in the Texture Support property editor. • Camera Projection: The texture is mapped relative to the camera’s center. In this coordinate system, the camera is the center of the “world,” with an up vector, looking toward the negative Z axis. The result resembles an image projected from a camera. The texture will move with the camera and will be affected by any scaling, rotation, and translation. • Unique Uvs (Polymesh): Applies a texture to polygon objects by assigning each polygon’s UV coordinates to its own distinct piece of the texture so that no two polygons’ coordinates overlap each other. • Advanced: Opens the Create Texture Support property page from which you can explicitly define a texture projection. |
Bump Mapping
|
Enable |
Switches bump mapping on or off. |
|
Bump Map Factor |
Defines how “bumpy” the bump map will be. A negative value inverts the bump inward; a positive bump map factor bumps outward. |
|
Use Alpha |
Uses the texture’s alpha channel to achieve a bump map. |
|
Snow Color |
Defines the snow color (mountain caps), which is defined as the highest region. |
|
Rock Color |
Defines the rock color, which is defined as the area between the snow and grass. |
|
Grass Color |
Defines the grass color, which is defined as the lowest regions. |
Alpha
|
Copy Alpha to RGB |
Multiplies the RGB channels with the alpha channel by the factor defined in the Alpha Strength parameter. |
|
Alpha Strength |
Determines the factor by which the Alpha is multiplied with the RGB channels. |
Boundary
|
Snow-Rock |
Defines the height of the region between the snow (high) and rock (middle) regions. |
|
Rock-Grass |
Defines the height of the boundary between the rock (middle) and grass (low) regions. |
|
Blending |
Controls how much the colors between regions blend with each other. High values take longer to render. |
|
Ruggedness |
Controls the ruggedness between each region. |
Fractal
|
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 higher amplitude and the fractal becomes unbounded. |
|
Iterations |
Defines the number of iterations used to define the fractal. |
|
Amplitude |
Defines the base amplitude of the fractal used to calculate this texture. This parameter only applies to the amplitude of the first iteration; successive iterations may raise the amplitude further. |
|
Ruggedness |
Controls the overall ruggedness of the landscape. Low values result in a terrain with smooth values; high values create a more jagged and treacherous landscape. |
|
U, V Frequency |
Defines the frequency of the fractal in the U and V directions. |
Bump Mapping
|
Step |
Controls the U, V, and Z steps of a bump map. Use this parameter to “smooth” bumps or make them more jagged. |
Alternate
|
U, V, Z |
Specifies whether every other copy of the repetition should be reversed so that the successive copies of the texture are alternated. |
Repeats
|
Texture Repeats |
Contains the repetition factor in X,Y, and Z. A value of 2, for example, shrinks the texture so that it fits twice in a [0..1] interval. |
UV Remap
|
Minimum, Maximum |
Determines the remapping of the texture image. For a 2D image, only X and Y are used. |
All the grass/snow/rock Color parameters can be connected to other textures or image processing shaders. A texture’s scalar parameters can be altered to create interesting effects by applying Texture Generator shaders to them. For example, the Bump factor can be controlled with the Fractal Texture Generator shader.
A texture shader has seemingly limitless capabilities in a render tree. It can texture an object, be used as a camera or light projection, define bump or displacement maps, or be blended with any number of other textures to create any effect.
Autodesk Softimage v.7.5