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	<id>https://planetside.co.uk/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jo</id>
	<title>Terragen Documentation from Planetside Software - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://planetside.co.uk/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jo"/>
	<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Special:Contributions/Jo"/>
	<updated>2026-05-18T10:12:29Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Planet_Atmosphere_-_Functions_Tab&amp;diff=6587</id>
		<title>Planet Atmosphere - Functions Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Planet_Atmosphere_-_Functions_Tab&amp;diff=6587"/>
		<updated>2014-03-06T22:53:28Z</updated>

		<summary type="html">&lt;p&gt;Jo: Created page with &amp;quot;'''Description:''' &amp;lt;br /&amp;gt;   '''Settings:''' &amp;lt;br /&amp;gt;  * '''Shadow function:''' TBC   Back to Planet Atmosphere&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Description:''' &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:''' &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Shadow function:''' TBC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Planet Atmosphere]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Planet_Atmosphere&amp;diff=6586</id>
		<title>Planet Atmosphere</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Planet_Atmosphere&amp;diff=6586"/>
		<updated>2014-03-06T22:53:05Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:drex_module_155_image_0.png|center|Planet Atmosphere]]&lt;br /&gt;
&lt;br /&gt;
'''Node Description and Purpose:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Planet Atmosphere node provides all the effects of a full planetary atmosphere, including blue sky, the red of sunsets, and distance-enhancing haze. You can control many aspects of the atmosphere to fine-tune or enhance a realistic Earth-like atmosphere, or create completely alien skies. The default scene includes a Planet Atmosphere node. Note that clouds are created separately using the [[Cloud Layer v2]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Node Type:'''  Atmosphere &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:''' &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Enable primary:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Enable secondary:''' TBC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Main Tab&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Haze density:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Haze horizon colour:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Haze type:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Bluesky density:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Bluesky horizon colour:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Bluesky additive:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Redsky decay:''' TBC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example movies'''&lt;br /&gt;
&lt;br /&gt;
[[File:HAZE_Density.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Additional tabs for Planet Atmosphere==&lt;br /&gt;
&lt;br /&gt;
* [[Planet Atmosphere - Height Control Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Planet Atmosphere - Lighting Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Planet Atmosphere - Functions Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Planet Atmosphere - Tweaks Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Planet Atmosphere - Quality Tab]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Atmosphere]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Planet_Atmosphere_-_Quality_Tab&amp;diff=6585</id>
		<title>Planet Atmosphere - Quality Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Planet_Atmosphere_-_Quality_Tab&amp;diff=6585"/>
		<updated>2014-03-06T22:52:12Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:drex_module_155_4_image_0.png|center|Planet Atmosphere - Quality Tab]]&lt;br /&gt;
&lt;br /&gt;
'''Description:''' &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:''' &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Number of samples:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Adjust to distance:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Sample jitter:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Receive shadows from surfaces:''' TBC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Planet Atmosphere]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Planet_Atmosphere_-_Tweaks_Tab&amp;diff=6584</id>
		<title>Planet Atmosphere - Tweaks Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Planet_Atmosphere_-_Tweaks_Tab&amp;diff=6584"/>
		<updated>2014-03-06T22:51:28Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:drex_module_155_3_image_0.png|center|Planet Atmosphere - Tweaks Tab]]&lt;br /&gt;
&lt;br /&gt;
'''Description:''' &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:''' &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Ambient:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Fake dark power:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Fake dark sharpness:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Bluesky density colour:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Redsky decay colour:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Improved glow model:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Reset tweaks:''' TBC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Planet Atmosphere]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Planet_Atmosphere_-_Lighting_Tab&amp;diff=6583</id>
		<title>Planet Atmosphere - Lighting Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Planet_Atmosphere_-_Lighting_Tab&amp;diff=6583"/>
		<updated>2014-03-06T22:50:25Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:drex_module_155_2_image_0.png|center|Planet Atmosphere - Lighting Tab]]&lt;br /&gt;
&lt;br /&gt;
'''Description:''' &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:''' &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''Haze glow amount:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Haze glow power:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Bluesky glow amount:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Bluesky glow power:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Enviro light:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Enviro light tint:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Anisotropic enviro light:''' TBC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Planet Atmosphere]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Planet_Atmosphere_-_Height_Control_Tab&amp;diff=6582</id>
		<title>Planet Atmosphere - Height Control Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Planet_Atmosphere_-_Height_Control_Tab&amp;diff=6582"/>
		<updated>2014-03-06T22:49:40Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:drex_module_155_1_image_0.png|center|Planet Atmosphere - Height Control Tab]]&lt;br /&gt;
&lt;br /&gt;
'''Description:''' &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:''' &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Haze exp height:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Bluesky exp height:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Ceiling adjust:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Ceiling:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Floor:''' TBC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example movies'''&lt;br /&gt;
&lt;br /&gt;
[[File:Haze_exp_height.gif‎]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Planet Atmosphere]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Planet_Atmosphere_-_Height_Control_Tab&amp;diff=6581</id>
		<title>Planet Atmosphere - Height Control Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Planet_Atmosphere_-_Height_Control_Tab&amp;diff=6581"/>
		<updated>2014-03-06T22:49:15Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:drex_module_155_1_image_0.png|center|Planet Atmosphere - Height Control Tab]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Description:''' &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:''' &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Haze exp height:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Bluesky exp height:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Ceiling adjust:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Ceiling:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Floor:''' TBC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example movies'''&lt;br /&gt;
&lt;br /&gt;
[[File:Haze_exp_height.gif‎]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to [[Planet Atmosphere]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Planet_Atmosphere&amp;diff=6580</id>
		<title>Planet Atmosphere</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Planet_Atmosphere&amp;diff=6580"/>
		<updated>2014-03-06T22:47:36Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:drex_module_155_image_0.png|center|Planet Atmosphere]]&lt;br /&gt;
&lt;br /&gt;
'''Node Description and Purpose:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Planet Atmosphere node provides all the effects of a full planetary atmosphere, including blue sky, the red of sunsets, and distance-enhancing haze. You can control many aspects of the atmosphere to fine-tune or enhance a realistic Earth-like atmosphere, or create completely alien skies. The default scene includes a Planet Atmosphere node. Note that clouds are created separately using the [[Cloud Layer v2]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Node Type:'''  Atmosphere &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:''' &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Enable primary:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Enable secondary:''' TBC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Main Tab&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Haze density:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Haze horizon colour:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Haze type:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Bluesky density:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Bluesky horizon colour:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Bluesky additive:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Redsky decay:''' TBC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example movies'''&lt;br /&gt;
&lt;br /&gt;
[[File:HAZE_Density.gif]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Additional tabs for Planet Atmosphere==&lt;br /&gt;
&lt;br /&gt;
* [[Planet Atmosphere - Height Control Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Planet Atmosphere - Lighting Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Planet Atmosphere - Tweaks Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Planet Atmosphere - Quality Tab]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Atmosphere]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Power_Fractal_Shader_v3_-_Tweak_Noise_Tab&amp;diff=6579</id>
		<title>Power Fractal Shader v3 - Tweak Noise Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Power_Fractal_Shader_v3_-_Tweak_Noise_Tab&amp;diff=6579"/>
		<updated>2014-03-06T21:55:22Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:drex_module_157_3_image_0.png|center|Power Fractal Shader v3 - Tweak Noise Tab]]&lt;br /&gt;
&lt;br /&gt;
'''Description: '''&amp;lt;br /&amp;gt;&lt;br /&gt;
This tab has parameters which let you control the &amp;quot;Noise&amp;quot; pattern used for the fractal. In relation to fractals, &amp;quot;Noise&amp;quot; is a pseudo-random, space-filling texture primitive. The actual look of the generated texture changes by choosing a different seed from which the noise functions begins to calculate. Think of &amp;quot;noise&amp;quot; as a way to add pseudo-random variation to a fractal, which by definition is self-similar over all magnitudes. So &amp;quot;noise&amp;quot; combined with the structures pre-defined by a fractal produces a multi-dimensional density function, which TG uses for things like procedural terrain generation and clouds, as well as masking, displacements, colouring of structures, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Noise Flavour:''' The Power fractal shader currently supports the following different flavours of noise:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Perlin billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_billows.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Perlin ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_ridges.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin mix 1&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_mix_1.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Perlin mix 2&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_mix_2.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Voronoi billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_voronoi_billows.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Voronoi ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_voronoi_ridges.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These images are using a single octave of noise, aside from the two Perlin mix flavours which use two octaves. This helps to show the underlying pattern more clearly. The &amp;quot;billows&amp;quot; and &amp;quot;ridges&amp;quot; patterns are variations of their basic flavour. &amp;quot;Billows&amp;quot; patterns are a bit like a whole lot of bubbles. Generally speaking they have smooth rounded tops dropping down to quite sharp joins between different blocks of the pattern. In fact the voronoi billows pattern looks a lot like bubbles. You might also think of &amp;quot;billows&amp;quot; as rounded hills separated by steep sharp gullies. The &amp;quot;ridge&amp;quot; patterns are the opposite of the &amp;quot;billows&amp;quot; patterns. It's the same overall pattern but inverted. This means it has narrow sharp ridges which drop down to rounded bottoms. The two &amp;quot;Perlin mix&amp;quot; flavours are a combination of the other Perlin flavours.&lt;br /&gt;
&lt;br /&gt;
The most fundamental characteristics of the final density function generated by a Power Fractal are determined by the flavour of noise chosen in this tab.&lt;br /&gt;
&lt;br /&gt;
* '''Ridge smoothing:''' This parameter controls smoothing of the ridges generated by the fractal. A value of 0 means ridges are at their sharpest. Higher values make ridges smoother and smoother. This parameter is only available for some noise flavours.&lt;br /&gt;
&lt;br /&gt;
* '''Gully smoothing:''' This parameter controls the smoothing of the low gullies created in &amp;quot;billows&amp;quot; patterns. A value of 0 means gullies are at their steepest. Higher values makes the gullies less steep and have an effect rather like they were being filled in. This parameter is only available for some noise flavours.&lt;br /&gt;
&lt;br /&gt;
* '''Noise Variation:''' Sets the overall noise variation. At value 0, the noise generated shows an even distribution of small and large texture components. At higher values, the noise varies more unevenly - creating a noise texture with an uneven amount of large and small features.&lt;br /&gt;
&lt;br /&gt;
* '''Variation Method:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Buoyancy from variation:''' Adjusts how &amp;quot;quickly&amp;quot; the variation itself changes over the dimensions of the variation.&lt;br /&gt;
&lt;br /&gt;
* '''Clumping of variation:''' Adjusts the distribution of variation changes. Higher values result in a &amp;quot;clumping&amp;quot; effect. For example, when the fractal is used for creating a procedural terrain, a high clumping value would account for distinct areas of plains and mountains - especially when combined with a higher than default value for &amp;quot;noise variation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* '''Noise Stretch:''' This parameter allows you to stretch the noise in the X, Y and Z dimensions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example Movies'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Noise Flavour&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:TweakNoisePerlin.gif]]&lt;br /&gt;
|&lt;br /&gt;
Perlin billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinBillows.gif]]&lt;br /&gt;
|&lt;br /&gt;
Perlin ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinRidges.gif‎]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin mix1&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinMix1.gif]]&lt;br /&gt;
|&lt;br /&gt;
Perlin mix2&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinMix2.gif]]&lt;br /&gt;
|&lt;br /&gt;
Voronoi billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:VoronoiBillows.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Voronoi ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:VoronoiRidges.gif]]&lt;br /&gt;
|&lt;br /&gt;
Ridge smoothing&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Ridgesmoothing.gif]]&lt;br /&gt;
|&lt;br /&gt;
Gully smoothing&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Gullysmoothing.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Noise variation&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:NoiseVaraition.gif]]&lt;br /&gt;
|&lt;br /&gt;
Variation Method&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:VariationMethod.gif]]&lt;br /&gt;
|&lt;br /&gt;
Buoyancy from variation&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Buoyancy.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Clumping of variation&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Clumpingofvariation.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to: [[Power Fractal Shader v3]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Power_Fractal_Shader_v3_-_Tweak_Noise_Tab&amp;diff=6578</id>
		<title>Power Fractal Shader v3 - Tweak Noise Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Power_Fractal_Shader_v3_-_Tweak_Noise_Tab&amp;diff=6578"/>
		<updated>2014-03-06T21:54:01Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:drex_module_157_3_image_0.png|center|Power Fractal Shader v3 - Tweak Noise Tab]]&lt;br /&gt;
&lt;br /&gt;
'''Description: '''&amp;lt;br /&amp;gt;&lt;br /&gt;
This tab has parameters which let you control the &amp;quot;Noise&amp;quot; pattern used for the fractal. In relation to fractals, &amp;quot;Noise&amp;quot; is a pseudo-random, space-filling texture primitive. The actual look of the generated texture changes by choosing a different seed from which the noise functions begins to calculate. Think of &amp;quot;noise&amp;quot; as a way to add pseudo-random variation to a fractal, which by definition is self-similar over all magnitudes. So &amp;quot;noise&amp;quot; combined with the structures pre-defined by a fractal produces a multi-dimensional density function, which TG uses for things like procedural terrain generation and clouds, as well as masking, displacements, colouring of structures, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Noise Flavour:''' The Power fractal shader currently supports the following different flavours of noise:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Perlin billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_billows.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Perlin ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_ridges.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin mix 1&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_mix_1.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Perlin mix 2&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_mix_2.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Voronoi billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_voronoi_billows.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Voronoi ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_voronoi_ridges.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These images are using a single octave of noise, aside from the two Perlin mix flavours which use two octaves. This helps to show the underlying pattern more clearly. The &amp;quot;billows&amp;quot; and &amp;quot;ridges&amp;quot; patterns are variations of their basic flavour. &amp;quot;Billows&amp;quot; patterns are a bit like a whole lot of bubbles. Generally speaking they have smooth rounded tops dropping down to quite sharp joins between different blocks of the pattern. In fact the voronoi billows pattern looks a lot like bubbles. You might also think of &amp;quot;billows&amp;quot; as rounded hills separated by steep sharp gullies. The &amp;quot;ridge&amp;quot; patterns are the opposite of the &amp;quot;billows&amp;quot; patterns. It's the same overall pattern but inverted. This means it has narrow sharp ridges which drop down to rounded bottoms. The two &amp;quot;Perlin mix&amp;quot; flavours are a combination of the other Perlin flavours.&lt;br /&gt;
&lt;br /&gt;
The most fundamental characteristics of the final density function generated by a Power Fractal are determined by the flavour of noise chosen in this tab.&lt;br /&gt;
&lt;br /&gt;
* '''Ridge smoothing:''' This parameter controls smoothing of the ridges generated by the fractal. A value of 0 means ridges are at their sharpest. Higher values make ridges smoother and smoother. This parameter is only available for some noise flavours.&lt;br /&gt;
&lt;br /&gt;
* '''Gully smoothing:''' This parameter controls the smoothing of the gullies, or lower parts, created in &amp;quot;billows&amp;quot; patterns. A value of 0 means gullies are at their steepest. Higher values makes the gullies less steep and have an effect rather like they were being filled in. This parameter is only available for some noise flavours.&lt;br /&gt;
&lt;br /&gt;
* '''Noise Variation:''' Sets the overall noise variation. At value 0, the noise generated shows an even distribution of small and large texture components. At higher values, the noise varies more unevenly - creating a noise texture with an uneven amount of large and small features.&lt;br /&gt;
&lt;br /&gt;
* '''Variation Method:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Buoyancy from variation:''' Adjusts how &amp;quot;quickly&amp;quot; the variation itself changes over the dimensions of the variation.&lt;br /&gt;
&lt;br /&gt;
* '''Clumping of variation:''' Adjusts the distribution of variation changes. Higher values result in a &amp;quot;clumping&amp;quot; effect. For example, when the fractal is used for creating a procedural terrain, a high clumping value would account for distinct areas of plains and mountains - especially when combined with a higher than default value for &amp;quot;noise variation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* '''Noise Stretch:''' This parameter allows you to stretch the noise in the X, Y and Z dimensions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example Movies'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Noise Flavour&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:TweakNoisePerlin.gif]]&lt;br /&gt;
|&lt;br /&gt;
Perlin billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinBillows.gif]]&lt;br /&gt;
|&lt;br /&gt;
Perlin ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinRidges.gif‎]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin mix1&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinMix1.gif]]&lt;br /&gt;
|&lt;br /&gt;
Perlin mix2&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinMix2.gif]]&lt;br /&gt;
|&lt;br /&gt;
Voronoi billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:VoronoiBillows.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Voronoi ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:VoronoiRidges.gif]]&lt;br /&gt;
|&lt;br /&gt;
Ridge smoothing&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Ridgesmoothing.gif]]&lt;br /&gt;
|&lt;br /&gt;
Gully smoothing&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Gullysmoothing.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Noise variation&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:NoiseVaraition.gif]]&lt;br /&gt;
|&lt;br /&gt;
Variation Method&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:VariationMethod.gif]]&lt;br /&gt;
|&lt;br /&gt;
Buoyancy from variation&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Buoyancy.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Clumping of variation&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Clumpingofvariation.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to: [[Power Fractal Shader v3]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Power_Fractal_Shader_v3_-_Tweak_Noise_Tab&amp;diff=6577</id>
		<title>Power Fractal Shader v3 - Tweak Noise Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Power_Fractal_Shader_v3_-_Tweak_Noise_Tab&amp;diff=6577"/>
		<updated>2014-03-06T21:44:01Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:drex_module_157_3_image_0.png|center|Power Fractal Shader v3 - Tweak Noise Tab]]&lt;br /&gt;
&lt;br /&gt;
'''Description: '''&amp;lt;br /&amp;gt;&lt;br /&gt;
This tab has parameters which let you control the &amp;quot;Noise&amp;quot; pattern used for the fractal. In relation to fractals, &amp;quot;Noise&amp;quot; is a pseudo-random, space-filling texture primitive. The actual look of the generated texture changes by choosing a different seed from which the noise functions begins to calculate. Think of &amp;quot;noise&amp;quot; as a way to add pseudo-random variation to a fractal, which by definition is self-similar over all magnitudes. So &amp;quot;noise&amp;quot; combined with the structures pre-defined by a fractal produces a multi-dimensional density function, which TG uses for things like procedural terrain generation and clouds, as well as masking, displacements, colouring of structures, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Noise Flavour:''' The Power fractal shader currently supports the following different flavours of noise functions:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Perlin billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_billows.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Perlin ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_ridges.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin mix 1&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_mix_1.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Perlin mix 2&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_mix_2.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Voronoi billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_voronoi_billows.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Voronoi ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_voronoi_ridges.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These images are using a single octave of noise, aside from the two Perlin mix flavours which use two octaves. This helps to show the underlying pattern more clearly. The &amp;quot;billows&amp;quot; and &amp;quot;ridges&amp;quot; patterns are variations of their basic flavour. &amp;quot;Billows&amp;quot; patterns are a bit like a whole lot of bubbles. Generally speaking they have smooth rounded tops dropping down to quite sharp joins between different blocks of the pattern. In fact the voronoi billows pattern looks a lot like bubbles. You might also think of &amp;quot;billows&amp;quot; as rounded hills separated by steep sharp gullies. The &amp;quot;ridge&amp;quot; patterns are the opposite of the &amp;quot;billows&amp;quot; patterns. It's the same overall pattern but inverted. This means it has narrow sharp ridges which drop down to rounded bottoms. The two &amp;quot;Perlin mix&amp;quot; flavours are a combination of the other Perlin flavours.&lt;br /&gt;
&lt;br /&gt;
The most fundamental characteristics of the final density function generated by a Power Fractal are determined by the flavour of noise chosen in this tab.&lt;br /&gt;
&lt;br /&gt;
* '''Ridge smoothing:''' This parameter controls smoothing of the ridges generated by the fractal. A value of 0 means ridges are at their sharpest. Higher values make ridges smoother and smoother. This parameter is only available for some noise flavours.&lt;br /&gt;
&lt;br /&gt;
* '''Gully smoothing:''' This parameter controls the smoothing of the gullies, or lower parts, created in &amp;quot;billows&amp;quot; patterns. A value of 0 means gullies are at their steepest. Higher values makes the gullies less steep and have an effect rather like they were being filled in. This parameter is only available for some noise flavours.&lt;br /&gt;
&lt;br /&gt;
* '''Noise Variation:''' Sets the overall noise variation. At value 0, the noise generated shows an even distribution of small and large texture components. At higher values, the noise varies more unevenly - creating a noise texture with an uneven amount of large and small features.&lt;br /&gt;
&lt;br /&gt;
* '''Variation Method:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Buoyancy from variation:''' Adjusts how &amp;quot;quickly&amp;quot; the variation itself changes over the dimensions of the variation.&lt;br /&gt;
&lt;br /&gt;
* '''Clumping of variation:''' Adjusts the distribution of variation changes. Higher values result in a &amp;quot;clumping&amp;quot; effect. For example, when the fractal is used for creating a procedural terrain, a high clumping value would account for distinct areas of plains and mountains - especially when combined with a higher than default value for &amp;quot;noise variation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* '''Noise Stretch:''' This parameter allows you to stretch the noise in the X, Y and Z dimensions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example Movies'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Noise Flavour&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:TweakNoisePerlin.gif]]&lt;br /&gt;
|&lt;br /&gt;
Perlin billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinBillows.gif]]&lt;br /&gt;
|&lt;br /&gt;
Perlin ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinRidges.gif‎]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin mix1&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinMix1.gif]]&lt;br /&gt;
|&lt;br /&gt;
Perlin mix2&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinMix2.gif]]&lt;br /&gt;
|&lt;br /&gt;
Voronoi billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:VoronoiBillows.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Voronoi ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:VoronoiRidges.gif]]&lt;br /&gt;
|&lt;br /&gt;
Ridge smoothing&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Ridgesmoothing.gif]]&lt;br /&gt;
|&lt;br /&gt;
Gully smoothing&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Gullysmoothing.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Noise variation&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:NoiseVaraition.gif]]&lt;br /&gt;
|&lt;br /&gt;
Variation Method&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:VariationMethod.gif]]&lt;br /&gt;
|&lt;br /&gt;
Buoyancy from variation&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Buoyancy.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Clumping of variation&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Clumpingofvariation.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to: [[Power Fractal Shader v3]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Power_Fractal_Shader_v3_-_Tweak_Noise_Tab&amp;diff=6576</id>
		<title>Power Fractal Shader v3 - Tweak Noise Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Power_Fractal_Shader_v3_-_Tweak_Noise_Tab&amp;diff=6576"/>
		<updated>2014-03-06T21:42:06Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:drex_module_157_3_image_0.png|center|Power Fractal Shader v3 - Tweak Noise Tab]]&lt;br /&gt;
&lt;br /&gt;
'''Description: '''&amp;lt;br /&amp;gt;&lt;br /&gt;
In this tab all parameters that affect the &amp;quot;Noise&amp;quot; for the fractal are accessible. In relation to fractals, &amp;quot;Noise&amp;quot; is a pseudo-random, space-filling texture primitive. The actual look of the generated texture changes by choosing a different seed from which the noise functions begins to calculate. Think of &amp;quot;noise&amp;quot; as a way to add pseudo-random variation to a fractal, which by definition is self-similar over all magnitudes. So &amp;quot;noise&amp;quot; combined with the structures pre-defined by a fractal produces a multi-dimensional density function, which TG uses for things like procedural terrain generation and clouds, as well as masking, displacements, colouring of structures, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Noise Flavour:''' The Power fractal shader currently supports the following different flavours of noise functions:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Perlin billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_billows.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Perlin ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_ridges.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin mix 1&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_mix_1.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Perlin mix 2&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_mix_2.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Voronoi billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_voronoi_billows.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Voronoi ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_voronoi_ridges.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These images are using a single octave of noise, aside from the two Perlin mix flavours which use two octaves. This helps to show the underlying pattern more clearly. The &amp;quot;billows&amp;quot; and &amp;quot;ridges&amp;quot; patterns are variations of their basic flavour. &amp;quot;Billows&amp;quot; patterns are a bit like a whole lot of bubbles. Generally speaking they have smooth rounded tops dropping down to quite sharp joins between different blocks of the pattern. In fact the voronoi billows pattern looks a lot like bubbles. You might also think of &amp;quot;billows&amp;quot; as rounded hills separated by steep sharp gullies. The &amp;quot;ridge&amp;quot; patterns are the opposite of the &amp;quot;billows&amp;quot; patterns. It's the same overall pattern but inverted. This means it has narrow sharp ridges which drop down to rounded bottoms. The two &amp;quot;Perlin mix&amp;quot; flavours are a combination of the other Perlin flavours.&lt;br /&gt;
&lt;br /&gt;
The most fundamental characteristics of the final density function generated by a Power Fractal are determined by the flavour of noise chosen in this tab.&lt;br /&gt;
&lt;br /&gt;
* '''Ridge smoothing:''' This parameter controls smoothing of the ridges generated by the fractal. A value of 0 means ridges are at their sharpest. Higher values make ridges smoother and smoother. This parameter is only available for some noise flavours.&lt;br /&gt;
&lt;br /&gt;
* '''Gully smoothing:''' This parameter controls the smoothing of the gullies, or lower parts, created in &amp;quot;billows&amp;quot; patterns. A value of 0 means gullies are at their steepest. Higher values makes the gullies less steep and have an effect rather like they were being filled in. This parameter is only available for some noise flavours.&lt;br /&gt;
&lt;br /&gt;
* '''Noise Variation:''' Sets the overall noise variation. At value 0, the noise generated shows an even distribution of small and large texture components. At higher values, the noise varies more unevenly - creating a noise texture with an uneven amount of large and small features.&lt;br /&gt;
&lt;br /&gt;
* '''Variation Method:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Buoyancy from variation:''' Adjusts how &amp;quot;quickly&amp;quot; the variation itself changes over the dimensions of the variation.&lt;br /&gt;
&lt;br /&gt;
* '''Clumping of variation:''' Adjusts the distribution of variation changes. Higher values result in a &amp;quot;clumping&amp;quot; effect. For example, when the fractal is used for creating a procedural terrain, a high clumping value would account for distinct areas of plains and mountains - especially when combined with a higher than default value for &amp;quot;noise variation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* '''Noise Stretch:''' This parameter allows you to stretch the noise in the X, Y and Z dimensions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example Movies'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Noise Flavour&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:TweakNoisePerlin.gif]]&lt;br /&gt;
|&lt;br /&gt;
Perlin billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinBillows.gif]]&lt;br /&gt;
|&lt;br /&gt;
Perlin ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinRidges.gif‎]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin mix1&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinMix1.gif]]&lt;br /&gt;
|&lt;br /&gt;
Perlin mix2&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinMix2.gif]]&lt;br /&gt;
|&lt;br /&gt;
Voronoi billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:VoronoiBillows.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Voronoi ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:VoronoiRidges.gif]]&lt;br /&gt;
|&lt;br /&gt;
Ridge smoothing&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Ridgesmoothing.gif]]&lt;br /&gt;
|&lt;br /&gt;
Gully smoothing&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Gullysmoothing.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Noise variation&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:NoiseVaraition.gif]]&lt;br /&gt;
|&lt;br /&gt;
Variation Method&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:VariationMethod.gif]]&lt;br /&gt;
|&lt;br /&gt;
Buoyancy from variation&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Buoyancy.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Clumping of variation&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Clumpingofvariation.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to: [[Power Fractal Shader v3]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Power_Fractal_Shader_v3_-_Tweak_Noise_Tab&amp;diff=6575</id>
		<title>Power Fractal Shader v3 - Tweak Noise Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Power_Fractal_Shader_v3_-_Tweak_Noise_Tab&amp;diff=6575"/>
		<updated>2014-03-06T21:26:31Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:drex_module_157_3_image_0.png|center|Power Fractal Shader v3 - Tweak Noise Tab]]&lt;br /&gt;
&lt;br /&gt;
'''Description: '''&amp;lt;br /&amp;gt;&lt;br /&gt;
In this tab, all parameters that affect the &amp;quot;Noise&amp;quot; for the fractal are accessible. In relation to fractals, &amp;quot;Noise&amp;quot; is a pseudo-random, space-filling texture primitive. The actual look of the generated texture changes by choosing a different seed from which the noise functions begins to calculate. Think of &amp;quot;noise&amp;quot; as a way to add pseudo-random variation to a fractal, which by definition is self-similar over all magnitudes. So &amp;quot;noise&amp;quot; combined with the structures pre-defined by a fractal produces a multi-dimensional density function, which TG uses e.g. for procedural terrain generation, clouds, but also mask, displacements, colouring of structures, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Noise Flavour:''' The Power fractal shader currently supports the following different flavours of noise functions:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Perlin billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_billows.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Perlin ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_ridges.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin mix 1&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_mix_1.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Perlin mix 2&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_mix_2.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Voronoi billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_voronoi_billows.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Voronoi ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_voronoi_ridges.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These images are using a single octave of noise, aside from the two Perlin mix flavours which use two octaves. This helps to show the underlying pattern more clearly. The &amp;quot;billows&amp;quot; and &amp;quot;ridges&amp;quot; patterns are variations of their basic flavour. &amp;quot;Billows&amp;quot; patterns are a bit like a whole lot of bubbles. Generally speaking they have smooth rounded tops dropping down to quite sharp joins between different blocks of the pattern. In fact the voronoi billows pattern looks a lot like bubbles. The &amp;quot;ridge&amp;quot; patterns are the opposite of the &amp;quot;billows&amp;quot; patterns. It's the same overall pattern but inverted. This means it has narrow sharp ridges which drop down to rounded bottoms. The two &amp;quot;Perlin mix&amp;quot; flavours are a combination of the other Perlin flavours.&lt;br /&gt;
&lt;br /&gt;
The most fundamental characteristics of the final density function generated by a Power Fractal are determined by the flavour of noise chosen in this tab.&lt;br /&gt;
&lt;br /&gt;
* '''Ridge smoothing:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Gully smoothing:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Noise Variation:'''&amp;lt;br /&amp;gt; Sets the overall noise variation. At value 0, the noise generated shows an even distribution of small and large texture components. At higher values, the noise varies more unevenly - creating a noise texture with an uneven amount of large and small features.&lt;br /&gt;
&lt;br /&gt;
* '''Variation Method:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Buoyancy from variation:''' Adjusts how &amp;quot;quickly&amp;quot; the variation itself changes over the dimensions of the variation.&lt;br /&gt;
&lt;br /&gt;
* '''Clumping of variation:''' Adjusts the distribution of variation changes. Higher values result in a &amp;quot;clumping&amp;quot; effect. For example, when the fractal is used for creating a procedural terrain, a high clumping value would account for distinct areas of plains and mountains - especially when combined with a higher than default value for &amp;quot;noise variation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* '''Noise Stretch:''' This parameter allows you to stretch the noise in the X, Y and Z dimensions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example Movies'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Noise Flavour&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:TweakNoisePerlin.gif]]&lt;br /&gt;
|&lt;br /&gt;
Perlin billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinBillows.gif]]&lt;br /&gt;
|&lt;br /&gt;
Perlin ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinRidges.gif‎]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin mix1&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinMix1.gif]]&lt;br /&gt;
|&lt;br /&gt;
Perlin mix2&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinMix2.gif]]&lt;br /&gt;
|&lt;br /&gt;
Voronoi billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:VoronoiBillows.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Voronoi ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:VoronoiRidges.gif]]&lt;br /&gt;
|&lt;br /&gt;
Ridge smoothing&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Ridgesmoothing.gif]]&lt;br /&gt;
|&lt;br /&gt;
Gully smoothing&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Gullysmoothing.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Noise variation&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:NoiseVaraition.gif]]&lt;br /&gt;
|&lt;br /&gt;
Variation Method&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:VariationMethod.gif]]&lt;br /&gt;
|&lt;br /&gt;
Buoyancy from variation&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Buoyancy.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Clumping of variation&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Clumpingofvariation.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to: [[Power Fractal Shader v3]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Power_Fractal_Shader_v3_-_Tweak_Noise_Tab&amp;diff=6572</id>
		<title>Power Fractal Shader v3 - Tweak Noise Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Power_Fractal_Shader_v3_-_Tweak_Noise_Tab&amp;diff=6572"/>
		<updated>2014-03-04T05:36:20Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:drex_module_157_3_image_0.png|center|Power Fractal Shader v3 - Tweak Noise Tab]]&lt;br /&gt;
&lt;br /&gt;
'''Description: '''&amp;lt;br /&amp;gt;&lt;br /&gt;
In this tab, all parameters that affect the &amp;quot;Noise&amp;quot; for the fractal are accessible. In relation to fractals, &amp;quot;Noise&amp;quot; is a pseudo-random, space-filling texture primitive. The actual look of the generated texture changes by choosing a different seed from which the noise functions begins to calculate. Think of &amp;quot;noise&amp;quot; as a way to add pseudo-random variation to a fractal, which by definition is self-similar over all magnitudes. So &amp;quot;noise&amp;quot; combined with the structures pre-defined by a fractal produces a multi-dimensional density function, which TG uses e.g. for procedural terrain generation, clouds, but also mask, displacements, colouring of structures, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Noise Flavour:''' TG currently supports the following different flavours of noise functions:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Perlin billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_billows.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Perlin ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_ridges.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin mix 1&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_mix_1.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Perlin mix 2&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_mix_2.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Voronoi billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_voronoi_billows.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Voronoi ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_voronoi_ridges.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These images are using a single octave of noise, aside from the two Perlin mix flavours which use two octaves. This helps to show the underlying pattern more clearly. The &amp;quot;billows&amp;quot; and &amp;quot;ridges&amp;quot; patterns are variations of their basic flavour. &amp;quot;Billows&amp;quot; patterns are a bit like a whole lot of bubbles. Generally speaking they have smooth rounded tops dropping down to quite sharp joins between different blocks of the pattern. In fact the voronoi billows pattern looks a lot like bubbles. The &amp;quot;ridge&amp;quot; patterns are the opposite of the &amp;quot;billows&amp;quot; patterns. It's the same overall pattern but inverted. This means it has narrow sharp ridges which drop down to rounded bottoms. The two &amp;quot;Perlin mix&amp;quot; flavours are a combination of the other Perlin flavours.&lt;br /&gt;
&lt;br /&gt;
The most fundamental characteristics of the final density function generated by a Power Fractal are determined by the flavour of noise chosen in this tab.&lt;br /&gt;
&lt;br /&gt;
* '''Ridge smoothing:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Gully smoothing:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Noise Variation:'''&amp;lt;br /&amp;gt; Sets the overall noise variation. At value 0, the noise generated shows an even distribution of small and large texture components. At higher values, the noise varies more unevenly - creating a noise texture with an uneven amount of large and small features.&lt;br /&gt;
&lt;br /&gt;
* '''Variation Method:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Buoyancy from variation:''' Adjusts how &amp;quot;quickly&amp;quot; the variation itself changes over the dimensions of the variation.&lt;br /&gt;
&lt;br /&gt;
* '''Clumping of variation:''' Adjusts the distribution of variation changes. Higher values result in a &amp;quot;clumping&amp;quot; effect. For example, when the fractal is used for creating a procedural terrain, a high clumping value would account for distinct areas of plains and mountains - especially when combined with a higher than default value for &amp;quot;noise variation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* '''Noise Stretch:''' This parameter allows you to stretch the noise in the X, Y and Z dimensions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example Movies'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Noise Flavour&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:TweakNoisePerlin.gif]]&lt;br /&gt;
|&lt;br /&gt;
Perlin billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinBillows.gif]]&lt;br /&gt;
|&lt;br /&gt;
Perlin ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinRidges.gif‎]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin mix1&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinMix1.gif]]&lt;br /&gt;
|&lt;br /&gt;
Perlin mix2&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinMix2.gif]]&lt;br /&gt;
|&lt;br /&gt;
Voronoi billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:VoronoiBillows.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Voronoi ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:VoronoiRidges.gif]]&lt;br /&gt;
|&lt;br /&gt;
Ridge smoothing&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Ridgesmoothing.gif]]&lt;br /&gt;
|&lt;br /&gt;
Gully smoothing&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Gullysmoothing.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Noise variation&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:NoiseVaraition.gif]]&lt;br /&gt;
|&lt;br /&gt;
Variation Method&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:VariationMethod.gif]]&lt;br /&gt;
|&lt;br /&gt;
Buoyancy from variation&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Buoyancy.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Clumping of variation&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Clumpingofvariation.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to: [[Power Fractal Shader v3]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Power_Fractal_Shader_v3_-_Tweak_Noise_Tab&amp;diff=6571</id>
		<title>Power Fractal Shader v3 - Tweak Noise Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Power_Fractal_Shader_v3_-_Tweak_Noise_Tab&amp;diff=6571"/>
		<updated>2014-03-04T05:35:30Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:drex_module_157_3_image_0.png|center|Power Fractal Shader v3 - Tweak Noise Tab]]&lt;br /&gt;
&lt;br /&gt;
'''Description: '''&amp;lt;br /&amp;gt;&lt;br /&gt;
In this tab, all parameters that affect the &amp;quot;Noise&amp;quot; for the fractal are accessible. In relation to fractals, &amp;quot;Noise&amp;quot; is a pseudo-random, space-filling texture primitive. The actual look of the generated texture changes by choosing a different seed from which the noise functions begins to calculate. Think of &amp;quot;noise&amp;quot; as a way to add pseudo-random variation to a fractal, which by definition is self-similar over all magnitudes. So &amp;quot;noise&amp;quot; combined with the structures pre-defined by a fractal produces a multi-dimensional density function, which TG uses e.g. for procedural terrain generation, clouds, but also mask, displacements, colouring of structures, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Noise Flavour:''' TG currently supports the following different flavours of noise functions:&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Perlin billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_billows.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Perlin ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_ridges.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin mix 1&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_mix_1.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Perlin mix 2&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_perlin_mix_2.jpg]]&lt;br /&gt;
|&lt;br /&gt;
Voronoi billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_voronoi_billows.jpg]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Voronoi_ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Image:pf_flavour_voronoi_ridges.jpg]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
These images are using a single octave of noise, aside from the two Perlin mix flavours which use two octaves. This helps to show the underlying pattern more clearly. The &amp;quot;billows&amp;quot; and &amp;quot;ridges&amp;quot; patterns are variations of their basic flavour. &amp;quot;Billows&amp;quot; patterns are a bit like a whole lot of bubbles. Generally speaking they have smooth rounded tops dropping down to quite sharp joins between different blocks of the pattern. In fact the voronoi billows pattern looks a lot like bubbles. The &amp;quot;ridge&amp;quot; patterns are the opposite of the &amp;quot;billows&amp;quot; patterns. It's the same overall pattern but inverted. This means it has narrow sharp ridges which drop down to rounded bottoms. The two &amp;quot;Perlin mix&amp;quot; flavours are a combination of the other Perlin flavours.&lt;br /&gt;
&lt;br /&gt;
The most fundamental characteristics of the final density function generated by a Power Fractal are determined by the flavour of noise chosen in this tab.&lt;br /&gt;
&lt;br /&gt;
* '''Ridge smoothing:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Gully smoothing:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Noise Variation:'''&amp;lt;br /&amp;gt; Sets the overall noise variation. At value 0, the noise generated shows an even distribution of small and large texture components. At higher values, the noise varies more unevenly - creating a noise texture with an uneven amount of large and small features.&lt;br /&gt;
&lt;br /&gt;
* '''Variation Method:''' TBC&lt;br /&gt;
&lt;br /&gt;
* '''Buoyancy from variation:''' Adjusts how &amp;quot;quickly&amp;quot; the variation itself changes over the dimensions of the variation.&lt;br /&gt;
&lt;br /&gt;
* '''Clumping of variation:''' Adjusts the distribution of variation changes. Higher values result in a &amp;quot;clumping&amp;quot; effect. For example, when the fractal is used for creating a procedural terrain, a high clumping value would account for distinct areas of plains and mountains - especially when combined with a higher than default value for &amp;quot;noise variation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* '''Noise Stretch:''' This parameter allows you to stretch the noise in the X, Y and Z dimensions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example Movies'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Noise Flavour&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:TweakNoisePerlin.gif]]&lt;br /&gt;
|&lt;br /&gt;
Perlin billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinBillows.gif]]&lt;br /&gt;
|&lt;br /&gt;
Perlin ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinRidges.gif‎]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Perlin mix1&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinMix1.gif]]&lt;br /&gt;
|&lt;br /&gt;
Perlin mix2&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:PerlinMix2.gif]]&lt;br /&gt;
|&lt;br /&gt;
Voronoi billows&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:VoronoiBillows.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Voronoi ridges&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:VoronoiRidges.gif]]&lt;br /&gt;
|&lt;br /&gt;
Ridge smoothing&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Ridgesmoothing.gif]]&lt;br /&gt;
|&lt;br /&gt;
Gully smoothing&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Gullysmoothing.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Noise variation&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:NoiseVaraition.gif]]&lt;br /&gt;
|&lt;br /&gt;
Variation Method&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:VariationMethod.gif]]&lt;br /&gt;
|&lt;br /&gt;
Buoyancy from variation&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Buoyancy.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Clumping of variation&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Clumpingofvariation.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to: [[Power Fractal Shader v3]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=File:Pf_flavour_perlin_mix_1.jpg&amp;diff=6570</id>
		<title>File:Pf flavour perlin mix 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=File:Pf_flavour_perlin_mix_1.jpg&amp;diff=6570"/>
		<updated>2014-03-04T05:16:09Z</updated>

		<summary type="html">&lt;p&gt;Jo: uploaded a new version of &amp;amp;quot;File:Pf flavour perlin mix 1.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=File:Pf_flavour_perlin_mix_1.jpg&amp;diff=6569</id>
		<title>File:Pf flavour perlin mix 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=File:Pf_flavour_perlin_mix_1.jpg&amp;diff=6569"/>
		<updated>2014-03-04T05:15:25Z</updated>

		<summary type="html">&lt;p&gt;Jo: uploaded a new version of &amp;amp;quot;File:Pf flavour perlin mix 1.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=File:Pf_flavour_perlin_mix_2.jpg&amp;diff=6568</id>
		<title>File:Pf flavour perlin mix 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=File:Pf_flavour_perlin_mix_2.jpg&amp;diff=6568"/>
		<updated>2014-03-04T05:14:49Z</updated>

		<summary type="html">&lt;p&gt;Jo: uploaded a new version of &amp;amp;quot;File:Pf flavour perlin mix 2.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=File:Pf_flavour_perlin_mix_2.jpg&amp;diff=6567</id>
		<title>File:Pf flavour perlin mix 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=File:Pf_flavour_perlin_mix_2.jpg&amp;diff=6567"/>
		<updated>2014-03-04T05:07:35Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=File:Pf_flavour_voronoi_ridges.jpg&amp;diff=6566</id>
		<title>File:Pf flavour voronoi ridges.jpg</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=File:Pf_flavour_voronoi_ridges.jpg&amp;diff=6566"/>
		<updated>2014-03-04T05:00:35Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=File:Pf_flavour_voronoi_billows.jpg&amp;diff=6565</id>
		<title>File:Pf flavour voronoi billows.jpg</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=File:Pf_flavour_voronoi_billows.jpg&amp;diff=6565"/>
		<updated>2014-03-04T05:00:23Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=File:Pf_flavour_perlin.jpg&amp;diff=6564</id>
		<title>File:Pf flavour perlin.jpg</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=File:Pf_flavour_perlin.jpg&amp;diff=6564"/>
		<updated>2014-03-04T05:00:06Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=File:Pf_flavour_perlin_ridges.jpg&amp;diff=6563</id>
		<title>File:Pf flavour perlin ridges.jpg</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=File:Pf_flavour_perlin_ridges.jpg&amp;diff=6563"/>
		<updated>2014-03-04T04:59:55Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=File:Pf_flavour_perlin_mix_1.jpg&amp;diff=6562</id>
		<title>File:Pf flavour perlin mix 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=File:Pf_flavour_perlin_mix_1.jpg&amp;diff=6562"/>
		<updated>2014-03-04T04:59:32Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=File:Pf_flavour_perlin_billows.jpg&amp;diff=6561</id>
		<title>File:Pf flavour perlin billows.jpg</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=File:Pf_flavour_perlin_billows.jpg&amp;diff=6561"/>
		<updated>2014-03-04T04:59:10Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Power_Fractal_Shader_v3_-_Warping_Tab&amp;diff=6557</id>
		<title>Power Fractal Shader v3 - Warping Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Power_Fractal_Shader_v3_-_Warping_Tab&amp;diff=6557"/>
		<updated>2014-03-04T03:55:57Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:drex_module_157_4_image_0.png|center|Power Fractal Shader v3 - Warping Tab]]&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Warping tab has settings which all you to warp, or distort, the noise generated by the shader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Distort by normal:''' TBC (Effect relates to the colors of the terrains)&lt;br /&gt;
* '''Lead-in warp effect:''' TBC&lt;br /&gt;
* '''Lead-in warp amount:''' TBC&lt;br /&gt;
* '''Less warp at feature scale:''' TBC&lt;br /&gt;
* '''Allow vertical warp:''' TBC&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example Movies'''&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Distort by normal&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:Distortbynormal.gif]]&lt;br /&gt;
|&lt;br /&gt;
|Lead-in warp effect&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LeadInWarpEffect.gif]]&lt;br /&gt;
|&lt;br /&gt;
|Lead-in warp amount&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LeadInWarpAmount.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|Less warp at feature scale&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LessWarpAtFeatureScale.gif]]&lt;br /&gt;
|&lt;br /&gt;
|Allow vertical warp&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:AllowVerticalWarp.gif]]&lt;br /&gt;
|}&lt;br /&gt;
Back to: [[Power Fractal Shader v3]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Render_-_Advanced_Tab&amp;diff=6556</id>
		<title>Render - Advanced Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Render_-_Advanced_Tab&amp;diff=6556"/>
		<updated>2014-03-04T03:55:12Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:drex_module_2_4_image_0.png|465pxpx|Render - Advanced Tab]]&lt;br /&gt;
&lt;br /&gt;
'''Description'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Advanced Tab holds some advanced settings for managing the rendering process. There are settings related to the number of threads used during a render, certain blocks of memory used during rendering and how some render information is generated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Managing render threads&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
TG2 can render different sections of the image at the same time. These image sections are known as buckets. Many computers have multiple processors or cores and on computers which do rendering can be completed faster if each processor/core renders a bucket at the same time. The buckets are assigned to render threads. A thread is a section of a computer program which can do work at the same time as other parts of a program.&lt;br /&gt;
&lt;br /&gt;
When TG2 starts up it automatically detects the number of processors or cores your computer has. This number is displayed on the Splash Screen. By default TG2 creates one render thread for each processor/core it detects. For example, if your computer has 4 cores then TG2 will create 4 render threads during rendering. This means TG2 can render 4 buckets at the same time. It is possible to override the core detection in the Startup panel of the preferences.&lt;br /&gt;
&lt;br /&gt;
The render node gives you more control over this. You can use the '''Minimum threads''' and '''Maximum threads''' params to influence how many render threads TG2 creates. These params set the the upper and lower limits of the number of render threads created. The '''Maximum threads''' param is really the most useful of the two and the param you are most likely to want to change.&lt;br /&gt;
&lt;br /&gt;
Let's say your computer has 4 cores and you only want it to use 3 cores for some reason. To do this you would set the '''Maximum threads''' param to 3. You could use the '''Minimum threads''' param to force TG2 to create more render threads than it normally would, although this is not recommended.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Managing the subdivison cache&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
As TG2 renders it subdivides scene geometry into small pieces. It can store these small pieces in a subdivision cache to save having to recalculate them so often for things like ray traced shadows, reflections and GI rays, which can make rendering faster. There are two settings you can use to control the subdiv cache. You can set the maximum size of the subdiv cache using the '''Size of subdiv cache in MB''' param. This controls the maximum amount of memory TG2 can dedicate to the subdiv cache. The subdiv cache is divided up between render threads. If 4 render threads are created each thread will get 100 MB of the subdiv cache.&lt;br /&gt;
&lt;br /&gt;
If you set the subdiv cache so small that less than 50 MB would be used per render thread TG2 will automatically increase the subdiv cache size to the minimum of 50 MB per thread.&lt;br /&gt;
&lt;br /&gt;
Normally TG2 will use up the subdiv cache on an as-needed basis. The size param limits how can much be used but it may not use that much. There may however be times when you want the subdiv cache to be created in it's entirety when rendering starts. You can use the '''Preallocate subdiv cache''' param for this. One situation where you might want to do this if you are having problems with running out of memory during rendering. By preallocating the subdiv cache you might help these sorts of errors become apparent sooner, which can save time in trying to figure out what is going wrong.&lt;br /&gt;
&lt;br /&gt;
You may be tempted to set the subdiv cache to quite a large size. While increasing it a bit can be helpful in some scenes we don't recommend that you increase it a lot, particularly if you also check the preallocation option. When running in 32 bit mode TG2 may only have 2 to 4 GB of memory available. If you were to set the subdiv cache size to 1600 MB (1.6 GB) then that could mean only 400 MB of memory is left for other purposes. In this case you are likely to experience render errors or other problems. Even if you are using the 64 bit version setting the subdiv cache size too large can unnecessarily use up memory and may cause rendering to become slow or cause errors to occur.&lt;br /&gt;
&lt;br /&gt;
If you want to experiment with the subdiv cache size 100 to 150 MB per render thread is a good place to start. As with many advanced settings the best results will probably vary between different scenes.&lt;br /&gt;
&lt;br /&gt;
Note that the 64 bit version has different default settings for the subdiv cache size than the 32 bit version. This is because memory is not quite so restricted in the 64 bit version and so TG2 bases the default size on the number of cores detected.&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Settings'''&lt;br /&gt;
* '''Minimum threads:''' Sets the minimum number of threads TG2 creates during rendering.&lt;br /&gt;
* '''Maximum threads:''' Sets the maximum number of threads TG2 creates during rendering.&lt;br /&gt;
* '''Size of subdiv cache in MB:''' This param controls how many megabytes of memory the subdivision cache can use.&lt;br /&gt;
* '''Preallocate subdiv cache:''' If this is checked TG2 will allocate the entire subdivision cache when rendering starts.&lt;br /&gt;
* '''Ray detail region:''' The ray detail region is the area in the scene where polygons are fully subdivided by the ray tracer. Polygons outside this area are only coarsely subdivided. Sometimes you might have problems like shadows cast by objects outside the the camera view not seeming accurate. This could be corrected by changing the ray detail &lt;br /&gt;
** '''No detaIl:''' TBC&lt;br /&gt;
** '''Detail in crop region:''' TBC&lt;br /&gt;
** '''Detail in camera:''' TBC&lt;br /&gt;
* '''Ray detail region padding:''' This value sets the amount of extra detail around the camera or crop region area. 0 means no padding. 1 adds a border around that area which is the same as the width or height of the area. This will make the ray detail region 3 times as wide and 3 times as tall. &lt;br /&gt;
* '''GI prepass padding:''' This setting does a similar thing to the ray detail region padding, but it works on GI samples. The padding can help to resolve problems with GI differences around the edges of crops or images. These might be apparent if you're stitching images together. Small values are recommended. 0.1 might be a good starting point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example Movies'''&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
GI prepass padding&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:GIPrepasspadding.gif]]&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
Back to: [[Render]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- imported from file: module_2_4.html--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Render| ]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Image_Map_Shader_-_Effects_Tab&amp;diff=6555</id>
		<title>Image Map Shader - Effects Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Image_Map_Shader_-_Effects_Tab&amp;diff=6555"/>
		<updated>2014-03-04T03:53:10Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:drex_module_150_4_image_0.png|center|Image Map Shader - Effects Tab]]&lt;br /&gt;
&lt;br /&gt;
'''Description'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Effects tab contains settings related to transparency and translucency.&lt;br /&gt;
&lt;br /&gt;
There are some additional settings in TG v3.1.02.0 and newer, '''Invert Alpha Transparency''' and '''Use alpha/transparency for direct blending'''. '''Use alpha/transparency for direct blending''' is a particularly useful new option. Previously it was a bit involved to blend an image with underlying surfaces using the alpha channel of the image itself. You would need to create another image map shader using the same image file and then use that as a mask for the shader. Now you just need to check '''Use alpha/transparency for direct blending'''. This can blend the image to underlying surfaces using either the alpha channel from the image or using transparency generated using a key colour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
'''Alpha as opacity:''' Check this to use the alpha channel of the image for opacity/transparency.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Alpha as colour:''' If this is checked the alpha channel of the image replaces the RGB channels. This effectively displays the alpha channel as a greyscale image.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Create transparency:''' If this is checked then the shader will generate transparency based on a colour from the image. The colour used for transparency is set with the '''Transparency key''' parameter.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Transparency key:''' This sets the colour used to generate transparency. For example if you want green areas to be transparent you would set the alpha key to green.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Key tolerance:''' This controls how many shades of colour similar to the '''Transparency key''' colour are used to generate opacity.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Invert alpha/transparency (TG3):''' Check this to invert the alpha/opacity/transparency for the image. This will change opaque areas to transparent and vice versa.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Use alpha/transparency for direct blending (TG3):''' If this is checked the alpha channel of the image or generated transparency is used to blend the image with underlying surfaces. If this is not checked then transparency acts a bit like a cookie cutter which puts a hole in the underlying surfaces, preventing them from rendering at all. However when this is checked the image is blended with the underlying surfaces instead of cutting them away, so the colours of the underlying surfaces show through. Here are some example renders:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
[[Image:image_map_alpha_no_blend.jpg]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
[[Image:image_map_alpha_opacity.jpg]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
[[Image:image_map_alpha_direct_blend.jpg]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;-1&amp;quot;&amp;gt;Image with no blending&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;-1&amp;quot;&amp;gt;Image using alpha as opacity&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;-1&amp;quot;&amp;gt;Image using direct blending&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These renders are using the shader as a surface layer on the terrain. The red areas of the image being used in the shader are semi transparent. The left render shows the image without any blending. The middle render shows what happens when you check '''Alpha as opacity'''. The grey area is the inside of the planet. The image alpha channel has cut a hole in the terrain. The right hand image shows what happens when '''Use alpha/transparency for direct blending''' is checked. As you can see the red area is now blended with the underlying surface instead of cutting a hole.&lt;br /&gt;
&lt;br /&gt;
It's important to note that '''Use alpha/transparency for direct blending''' will override the '''Alpha as opacity''' setting. If you have '''Alpha as opacity''' checked and then check '''Use alpha/transparency for direct blending''' you will always get the direct blending behaviour.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Translucent:''' Check this to enable translucency. The slider to the right controls the amount of translucency. Translucency gives an effect of light filtering through a surface. As an example, you might use translucency on a leaf texture to simulate light passing through it. It's not the same thing as opacity/transparency. Translucency is explained in more detail [[Translucency|here]].&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Translucency tint:''' This colour tints the translucency effect. This is explained further [[Translucency|here]].&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to: [[Image Map Shader]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Image_Map_Shader_-_Effects_Tab&amp;diff=6554</id>
		<title>Image Map Shader - Effects Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Image_Map_Shader_-_Effects_Tab&amp;diff=6554"/>
		<updated>2014-03-04T03:18:27Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:drex_module_150_4_image_0.png|center|Image Map Shader - Effects Tab]]&lt;br /&gt;
&lt;br /&gt;
'''Description'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Effects tab contains settings related to transparency and translucency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
'''Alpha as opacity:''' Check this to use the alpha channel of the image for opacity/transparency.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Alpha as colour:''' If this is checked the alpha channel of the image replaces the RGB channels. This effectively displays the alpha channel as a greyscale image.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Create transparency:''' If this is checked then the shader will generate transparency based on a colour from the image. The colour used for transparency is set with the '''Transparency key''' parameter.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Transparency key:''' This sets the colour used to generate transparency. For example if you want green areas to be transparent you would set the alpha key to green.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Key tolerance:''' This controls how many shades of colour similar to the '''Transparency key''' colour are used to generate opacity.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Invert alpha/transparency:''' Check this to invert the alpha/opacity/transparency for the image. This will change opaque areas to transparent and vice versa.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Use alpha/transparency for direct blending:''' If this is checked the alpha channel of the image or generated transparency is used to blend the image with underlying surfaces. If this is not checked then transparency acts a bit like a cookie cutter which puts a hole in the underlying surfaces, preventing them from rendering at all. However when this is checked the image is blended with the underlying surfaces instead of cutting them away, so the colours of the underlying surfaces show through. Here are some example renders:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
[[Image:image_map_alpha_no_blend.jpg]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
[[Image:image_map_alpha_opacity.jpg]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
[[Image:image_map_alpha_direct_blend.jpg]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;-1&amp;quot;&amp;gt;Image with no blending&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;-1&amp;quot;&amp;gt;Image using alpha as opacity&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;-1&amp;quot;&amp;gt;Image using direct blending&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These renders are using the shader as a surface layer on the terrain. The red areas of the image being used in the shader are semi transparent. The left render shows the image without any blending. The middle render shows what happens when you check '''Alpha as opacity'''. The grey area is the inside of the planet. The image alpha channel has cut a hole in the terrain. The right hand image shows what happens when '''Use alpha/transparency for direct blending''' is checked. As you can see the red area is now blended with the underlying surface instead of cutting a hole.&lt;br /&gt;
&lt;br /&gt;
It's important to note that '''Use alpha/transparency for direct blending''' will override the '''Alpha as opacity''' setting. If you have '''Alpha as opacity''' checked and then check '''Use alpha/transparency for direct blending''' you will always get the direct blending behaviour.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Translucent:''' Check this to enable translucency. The slider to the right controls the amount of translucency. Translucency gives an effect of light filtering through a surface. As an example, you might use translucency on a leaf texture to simulate light passing through it. It's not the same thing as opacity/transparency. Translucency is explained in more detail [[Translucency|here]].&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Translucency tint:''' This colour tints the translucency effect. This is explained further [[Translucency|here]].&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to: [[Image Map Shader]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Geog_Image_Map_Shader_-_Effects_Tab&amp;diff=6553</id>
		<title>Geog Image Map Shader - Effects Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Geog_Image_Map_Shader_-_Effects_Tab&amp;diff=6553"/>
		<updated>2014-03-04T01:32:47Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Description'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Effects tab contains settings related to transparency and translucency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
'''Alpha as opacity:''' Check this to use the alpha channel of the image for opacity/transparency.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Alpha as colour:''' If this is checked the alpha channel of the image replaces the RGB channels. This effectively displays the alpha channel as a greyscale image.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Create transparency:''' If this is checked then the shader will generate transparency based on a colour from the image. The colour used for transparency is set with the '''Transparency key''' parameter.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Transparency key:''' This sets the colour used to generate transparency. For example if you want green areas to be transparent you would set the alpha key to green.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Key tolerance:''' This controls how many shades of colour similar to the '''Transparency key''' colour are used to generate opacity.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Invert alpha/transparency:''' Check this to invert the alpha/opacity/transparency for the image. This will change opaque areas to transparent and vice versa.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Use alpha/transparency for direct blending:''' If this is checked the alpha channel of the image or generated transparency is used to blend the image with underlying surfaces. If this is not checked then transparency acts a bit like a cookie cutter which puts a hole in the underlying surfaces, preventing them from rendering at all. However when this is checked the image is blended with the underlying surfaces instead of cutting them away, so the colours of the underlying surfaces show through. Here are some example renders:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
[[Image:image_map_alpha_no_blend.jpg]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
[[Image:image_map_alpha_opacity.jpg]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
[[Image:image_map_alpha_direct_blend.jpg]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;-1&amp;quot;&amp;gt;Image with no blending&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;-1&amp;quot;&amp;gt;Image using alpha as opacity&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;-1&amp;quot;&amp;gt;Image using direct blending&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These renders are using the shader as a surface layer on the terrain. The red areas of the image being used in the shader are semi transparent. The left render shows the image without any blending. The middle render shows what happens when you check '''Alpha as opacity'''. The grey area is the inside of the planet. The image alpha channel has cut a hole in the terrain. The right hand image shows what happens when '''Use alpha/transparency for direct blending''' is checked. As you can see the red area is now blended with the underlying surface instead of cutting a hole.&lt;br /&gt;
&lt;br /&gt;
It's important to note that '''Use alpha/transparency for direct blending''' will override the '''Alpha as opacity''' setting. If you have '''Alpha as opacity''' checked and then check '''Use alpha/transparency for direct blending''' you will always get the direct blending behaviour.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Translucent:''' Check this to enable translucency. The slider to the right controls the amount of translucency. Translucency gives an effect of light filtering through a surface. As an example, you might use translucency on a leaf texture to simulate light passing through it. It's not the same thing as opacity/transparency. Translucency is explained in more detail [[Translucency|here]].&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Translucency tint:''' This colour tints the translucency effect. This is explained further [[Translucency|here]].&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to: [[Geog Image Map Shader]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Geog_Image_Map_Shader_-_Effects_Tab&amp;diff=6552</id>
		<title>Geog Image Map Shader - Effects Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Geog_Image_Map_Shader_-_Effects_Tab&amp;diff=6552"/>
		<updated>2014-03-04T01:31:05Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Description'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Effects tab contains settings related to transparency and translucency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
'''Alpha as opacity:''' Check this to use the alpha channel of the image for opacity/transparency.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Alpha as colour:''' If this is checked the alpha channel of the image replaces the RGB channels. This effectively displays the alpha channel as a greyscale image.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Create transparency:''' If this is checked then the shader will generate transparency based on a colour from the image. The colour used for transparency is set with the '''Transparency key''' parameter.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Transparency key:''' This sets the colour used to generate transparency. For example if you want green areas to be transparent you would set the alpha key to green.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Key tolerance:''' This controls how many shades of colour similar to the '''Transparency key''' colour are used to generate opacity.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Invert alpha/transparency:''' Check this to invert the alpha/opacity/transparency for the image. This will change opaque areas to transparent and vice versa.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Use alpha/transparency for direct blending:''' If this is checked the alpha channel of the image or generated transparency is used to blend the image with underlying surfaces. If this is not checked then transparency acts a bit like a cookie cutter which puts a hole in the underlying surfaces, preventing them from rendering at all. However when this is checked the image is blended with the underlying surfaces instead of cutting them away, so the colours of the underlying surfaces show through. Here are some example images:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
[[Image:image_map_alpha_no_blend.jpg]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
[[Image:image_map_alpha_opacity.jpg]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
[[Image:image_map_alpha_direct_blend.jpg]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;-1&amp;quot;&amp;gt;Image with no blending&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;-1&amp;quot;&amp;gt;Image using alpha as opacity&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;-1&amp;quot;&amp;gt;Image using direct blending&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These images are using the shader as a surface layer on the terrain. The red areas of the image being used in the shader are semi transparent. The left render shows the image without any blending. The middle render shows what happens when you check '''Alpha as opacity'''. The grey area is the inside of the planet. The image alpha channel has cut a hole in the terrain. The right hand image shows what happens when '''Use alpha/transparency for direct blending''' is checked. As you can see the red area is now blended with the underlying surface instead of cutting a hole.&lt;br /&gt;
&lt;br /&gt;
It's important to note that '''Use alpha/transparency for direct blending''' will override the '''Alpha as opacity''' setting. If you have '''Alpha as opacity''' checked and then check '''Use alpha/transparency for direct blending''' you will always get the direct blending behaviour.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Translucent:''' Check this to enable translucency. The slider to the right controls the amount of translucency. Translucency gives an effect of light filtering through a surface. As an example, you might use translucency on a leaf texture to simulate light passing through it. It's not the same thing as opacity/transparency. Translucency is explained in more detail [[Translucency|here]].&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Translucency tint:''' This colour tints the translucency effect. This is explained further [[Translucency|here]].&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to: [[Geog Image Map Shader]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Geog_Image_Map_Shader_-_Effects_Tab&amp;diff=6551</id>
		<title>Geog Image Map Shader - Effects Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Geog_Image_Map_Shader_-_Effects_Tab&amp;diff=6551"/>
		<updated>2014-03-04T01:28:55Z</updated>

		<summary type="html">&lt;p&gt;Jo: Created page with &amp;quot;'''Description'''&amp;lt;br /&amp;gt; The Effects tab contains settings related to transparency and translucency.   '''Settings:'''   &amp;lt;ul&amp;gt; &amp;lt;li&amp;gt; '''Alpha as opacity:''' Check this to use the al...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Description'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Effects tab contains settings related to transparency and translucency.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
'''Alpha as opacity:''' Check this to use the alpha channel of the image for opacity/transparency.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Alpha as colour:''' If this is checked the alpha channel of the image replaces the RGB channels. This effectively displays the alpha channel as a greyscale image.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Create transparency:''' If this is checked then the shader will generate transparency based on a colour from the image. The colour used for transparency is set with the '''Transparency key''' parameter.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Transparency key:''' This sets the colour used to generate transparency. For example if you want green areas to be transparent you would set the alpha key to green.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Key tolerance:''' This controls how many shades of colour similar to the '''Transparency key''' colour are used to generate opacity.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Invert alpha/transparency:''' Check this to invert the alpha/opacity/transparency for the image. This will change opaque areas to transparent and vice versa.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Use alpha/transparency for direct blending:''' If this is checked the alpha channel of the image or generated transparency is used to blend the image with underlying surfaces. If this is not checked then transparency acts a bit like a cookie cutter which puts a hole in the underlying surfaces, preventing them from rendering at all. However when this is checked the image is blended with the underlying surfaces instead of cutting them away, so the colours of the underlying surfaces show through. Here are some example images:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
[[Image:image_map_alpha_no_blend.jpg]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
[[Image:image_map_alpha_opacity.jpg]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
[[Image:image_map_alpha_direct_blend.jpg]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;-1&amp;quot;&amp;gt;Image with no blending&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;-1&amp;quot;&amp;gt;Image using alpha as opacity&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;font size=&amp;quot;-1&amp;quot;&amp;gt;Image using direct blending&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These images are using the shader as a surface layer on the terrain. The left render shows the image without any blending. The red areas are actually semi-transparent. The middle render shows what happens when you check '''Alpha as opacity'''. The grey area is the inside of the planet. The image alpha channel has cut a hole in the terrain. The right hand image shows what happens when '''Use alpha/transparency for direct blending''' is checked. As you can see the red area is now blended with the underlying surface instead of cutting a hole.&lt;br /&gt;
&lt;br /&gt;
It's important to note that '''Use alpha/transparency for direct blending''' will override the '''Alpha as opacity''' setting. If you have '''Alpha as opacity''' checked and then check '''Use alpha/transparency for direct blending''' you will always get the direct blending behaviour.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Translucent:''' Check this to enable translucency. The slider to the right controls the amount of translucency. Translucency gives an effect of light filtering through a surface. As an example, you might use translucency on a leaf texture to simulate light passing through it. It's not the same thing as opacity/transparency. Translucency is explained in more detail [[Translucency|here]].&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Translucency tint:''' This colour tints the translucency effect. This is explained further [[Translucency|here]].&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to: [[Geog Image Map Shader]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=File:Image_map_alpha_opacity.jpg&amp;diff=6550</id>
		<title>File:Image map alpha opacity.jpg</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=File:Image_map_alpha_opacity.jpg&amp;diff=6550"/>
		<updated>2014-03-04T01:12:51Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=File:Image_map_alpha_no_blend.jpg&amp;diff=6549</id>
		<title>File:Image map alpha no blend.jpg</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=File:Image_map_alpha_no_blend.jpg&amp;diff=6549"/>
		<updated>2014-03-04T01:12:30Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=File:Image_map_alpha_direct_blend.jpg&amp;diff=6548</id>
		<title>File:Image map alpha direct blend.jpg</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=File:Image_map_alpha_direct_blend.jpg&amp;diff=6548"/>
		<updated>2014-03-04T01:12:07Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Geog_Image_Map_Shader_-_Displacement_Tab&amp;diff=6547</id>
		<title>Geog Image Map Shader - Displacement Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Geog_Image_Map_Shader_-_Displacement_Tab&amp;diff=6547"/>
		<updated>2014-03-03T23:08:12Z</updated>

		<summary type="html">&lt;p&gt;Jo: Created page with &amp;quot;'''Description'''&amp;lt;br /&amp;gt; The Displacement tab has settings which control how the Geog Image Map Shader generates displacement from the loaded image.  Displacement values are calcu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Description'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Displacement tab has settings which control how the Geog Image Map Shader generates displacement from the loaded image.&lt;br /&gt;
&lt;br /&gt;
Displacement values are calculated using the luminance of pixels in the image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
'''Apply displacement:''' If this is checked the shader will generate displacement from the image.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Displacement amplitude:''' This scales the displacement values calculated from the image. A value of 1 leaves the displacement values unchanged. A value of 2 would make the displacement values twice as large. A value of 0.5 would make them half as large. Negative values will invert the displacement.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Displacement offset:''' This value is added to incoming displacement values after they are scaled by the '''Displacement amplitude''' parameter. This creates the effect of offsetting the displacement up or down. Positive values push the displacement out so it looks almost as if it was sitting on a plinth. Negative values will sink the displacement back into the underlying surface. It doesn't reverse the displacement, it's more like creating a hole in the surface and then applying the displacement to the bottom of the hole.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Smooth disp interpolation:''' Check this to smoothly interpolate displacement values from the image. If this is unchecked no interpolation is used and displacement is taken from the pixel at the point being shaded. This will give a blockier result than using smooth interpolation.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Convert disp to linear:''' If this radio button is checked then it's assumed the image is gamma corrected and a conversion is done to convert it to linear colour space before the displacement value is calculated. The gamma value used for conversion is specified in the '''Disp conversion gamma''' parameter below.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Disp data is linear:''' Check this radio button if the image is in linear colour space (i.e. it hasn't been gamma corrected).&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Disp conversion gamma:''' This is the value used for gamma conversion if the '''Convert disp to linear''' radio button is checked.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to: [[Geog Image Map Shader]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Image_Map_Shader_-_Colour_Tab&amp;diff=6546</id>
		<title>Image Map Shader - Colour Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Image_Map_Shader_-_Colour_Tab&amp;diff=6546"/>
		<updated>2014-03-03T23:06:04Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:drex_module_149_2_image_0.png|center|Image Map Shader - Colour Tab]]&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
This tab has settings which control how the Image Map Shader generates colour information from the image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
'''Apply colour:''' If this is checked the shader will generate colour from the image.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Smooth interpolation:''' Check this to smoothly interpolate colour values from the image. If this is unchecked no interpolation is used and colour is taken from the pixel at the point being shaded. This will give a blockier result than using smooth interpolation.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Unpremultiply:''' If this is checked the shader will unpremultiply image colour values with the image alpha values. If you see odd fringes along the edge of transparent parts of the image you could try changing this parameter.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Convert to linear:''' If this radio button is checked then it's assumed the image is gamma corrected and a conversion is done to convert it to linear colour space. The gamma value used for conversion is specified in the '''Conversion gamma''' parameter below.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Data is linear:''' Check this radio button if the image is in linear colour space (i.e. it hasn't been gamma corrected).&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Conversion gamma:''' This is the value used for gamma conversion if the '''Convert to linear''' radio button is checked.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to: [[Image Map Shader]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Geog_Image_Map_Shader_-_Colour_Tab&amp;diff=6545</id>
		<title>Geog Image Map Shader - Colour Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Geog_Image_Map_Shader_-_Colour_Tab&amp;diff=6545"/>
		<updated>2014-03-03T23:05:37Z</updated>

		<summary type="html">&lt;p&gt;Jo: Created page with &amp;quot;'''Description:'''&amp;lt;br /&amp;gt; This tab has settings which control how the Geog Image Map Shader generates colour information from the image.   '''Settings:'''&amp;lt;br /&amp;gt; &amp;lt;ul&amp;gt; &amp;lt;li&amp;gt; '''Apply...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Description:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
This tab has settings which control how the Geog Image Map Shader generates colour information from the image.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
'''Apply colour:''' If this is checked the shader will generate colour from the image.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Smooth interpolation:''' Check this to smoothly interpolate colour values from the image. If this is unchecked no interpolation is used and colour is taken from the pixel at the point being shaded. This will give a blockier result than using smooth interpolation.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Unpremultiply:''' If this is checked the shader will unpremultiply image colour values with the image alpha values. If you see odd fringes along the edge of transparent parts of the image you could try changing this parameter.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Convert to linear:''' If this radio button is checked then it's assumed the image is gamma corrected and a conversion is done to convert it to linear colour space. The gamma value used for conversion is specified in the '''Conversion gamma''' parameter below.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Data is linear:''' Check this radio button if the image is in linear colour space (i.e. it hasn't been gamma corrected).&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Conversion gamma:''' This is the value used for gamma conversion if the '''Convert to linear''' radio button is checked.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to: [[Geog Image Map Shader]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Geog_Image_Map_Shader_-_Info_Tab&amp;diff=6544</id>
		<title>Geog Image Map Shader - Info Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Geog_Image_Map_Shader_-_Info_Tab&amp;diff=6544"/>
		<updated>2014-03-03T22:56:40Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Description:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Info tab displays useful information about the image. As well as showing the image size in metres and pixels it also has information about the image data and the projection of the image.&lt;br /&gt;
&lt;br /&gt;
All of the parameters on this tab are read only. You can't edit them but you can select them if you want to copy text from them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
'''XY size (metres):''' This displays the size of the image in metres. This value is calculated from the georeferencing information. If there is no georeferencing information available for the file then a default scale of 1 pixel equals 1 metre is used.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''XY size (pixels):'''  This is the size of the image in pixels.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Raster and Projection Info:''' This field displays quite a lot of information about the structure of the raster data, along with the projection found for the image file.&lt;br /&gt;
&lt;br /&gt;
The first two lines display the raster dataset size in pixels and the number of raster bands in the image. Raster bands are similar to channels in a normal image, except in geospatial images they may represent data other than colour data. Information is shown about each raster band in the image. The raster band information will look something like this:&lt;br /&gt;
&lt;br /&gt;
Raster band 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Colour interpretation: Red&amp;lt;br /&amp;gt;&lt;br /&gt;
Data type: Unsigned 8 bit integer&amp;lt;br /&amp;gt;&lt;br /&gt;
Band doesn't have a NODATA value&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first line shows the index of the raster band in the image, in this case &amp;quot;1&amp;quot;. The second line shows the colour interpretation of the raster band. The colour interpretation is a hint about how the raster band data should be read. In this case it is &amp;quot;Red&amp;quot; which means the raster band is the red channel of an image. The next line displays the data type of the raster band. Finally there is a line which describes the NODATA status of the raster band.&lt;br /&gt;
&lt;br /&gt;
The final block of information is the projection and coordinate system which is being used to georeference the image. The coordinate system is displayed using the OpenGIS Well Known Text format.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to: [[Geog Image Map Shader]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Geog_Image_Map_Shader_-_Info_Tab&amp;diff=6543</id>
		<title>Geog Image Map Shader - Info Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Geog_Image_Map_Shader_-_Info_Tab&amp;diff=6543"/>
		<updated>2014-03-03T22:56:20Z</updated>

		<summary type="html">&lt;p&gt;Jo: Created page with &amp;quot;'''Description:'''&amp;lt;br /&amp;gt; The Info tab displays useful information about the image. As well as showing the image size in metres and pixels it also has information about the image ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Description:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Info tab displays useful information about the image. As well as showing the image size in metres and pixels it also has information about the image data and the projection of the image.&lt;br /&gt;
&lt;br /&gt;
All of the parameters on this tab are read only. You can't edit them but you can select them if you want to copy text from them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
'''XY size (metres):''' This displays the size of the image in metres. This value is calculated from the georeferencing information. If there is no georeferencing information available for the file then a default scale of 1 pixel equals 1 metre is used.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''XY size (pixels):'''  This is the size of the image in pixels.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Raster and Projection Info:''' This field displays quite a lot of information about the structure of the raster data, along with the projection found for the image file.&lt;br /&gt;
&lt;br /&gt;
The first two lines display the raster dataset size in pixels and the number of raster bands in the image. Raster bands are similar to channels in a normal image, except in geospatial images they may represent data other than colour data. Information is shown about each raster band in the image. The raster band information will look something like this:&lt;br /&gt;
&lt;br /&gt;
Raster band 1&amp;lt;br /&amp;gt;&lt;br /&gt;
Colour interpretation: Red&amp;lt;br /&amp;gt;&lt;br /&gt;
Data type: Unsigned 8 bit integer&amp;lt;br /&amp;gt;&lt;br /&gt;
Band doesn't have a NODATA value&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first line shows the index of the raster band in the image, in this case &amp;quot;1&amp;quot;. The second line shows the colour interpretation of the raster band. The colour interpretation is a hint about how the raster band data should be read. In this case it is &amp;quot;Red&amp;quot; which means the raster band is the red channel of an image. The next line displays the data type of the raster band. Finally there is a line which describes the NODATA status of the raster band.&lt;br /&gt;
&lt;br /&gt;
The final block of information is the projection and coordinate system which is being used to georeference the image. The coordinate system is displayed using the OpenGIS Well Known Text format.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to: [[Geog Image Map Shader]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Geog_Image_Map_Shader_-_NODATA_Tab&amp;diff=6542</id>
		<title>Geog Image Map Shader - NODATA Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Geog_Image_Map_Shader_-_NODATA_Tab&amp;diff=6542"/>
		<updated>2014-03-03T22:54:26Z</updated>

		<summary type="html">&lt;p&gt;Jo: Created page with &amp;quot;'''Description:'''&amp;lt;br /&amp;gt; The NODATA tab has parameters which let you replace pixels with NODATA values in the image data with another value. Pixels with NODATA values indicate ar...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Description:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The NODATA tab has parameters which let you replace pixels with NODATA values in the image data with another value. Pixels with NODATA values indicate areas in the image where there is missing or invalid data. The NODATA tab parameters let you replace these with a colour, a value or make them transparent.&lt;br /&gt;
&lt;br /&gt;
When an image is loaded TG tries to do it in a manner which uses the least memory resources, by matching the internal image format as closely as possible to the image file. However replacing NODATA pixels may require that the internal image format takes up a lot more memory. As an example, let's say that the image file is an 8 bit greyscale paletted/indexed image. If you chose to replace NODATA pixels and make them transparent then TG would need to change the internal image format from 8 bit to 32 bit RGBA, quadrupling the amount of memory used. As geospatial images can be very large it is worth keeping this in mind if you don't have a lot of memory available.&lt;br /&gt;
&lt;br /&gt;
You can check if an image has any NODATA values by looking at the '''Raster and Projection Info''' field on the [[Geog Image Map Shader - Info Tab | Info]] tab.&lt;br /&gt;
&lt;br /&gt;
'''Settings:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
'''Replace NODATA values:''' Check this to replace NODATA pixels in the image. You should be aware that this can take some time with large images, as the image data has to be reloaded. You might find it more efficient to first set up the replacement values with the parameters below and then check this checkbox. It will save you having to immediately update the image data after making the changes.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Replace with colour:''' Check this to replace NODATA pixels with a colour.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''NODATA colour value:''' This lets you choose the colour NODATA pixels are replaced with. If the image is indexed/paletted greyscale the luminance of this colour is used as a greyscale value.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''NODATA alpha value:''' This sets the alpha value for replacement colour. You can use values from 0 (fully transparent) to 1 (fully opaque). Note that this may change the internal image to RGBA if you specify a value other than 1.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Replace colour mode:''' This popup lets you choose how NODATA pixels are replaced. It has these options:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Channel by channel:&amp;lt;/u&amp;gt; This option replaces the NODATA values on a channel by channel basis. Lets say your image has R, G and B channels. A particular pixel has a NODATA value in its R channel but valid data in the G and B channels. In this case the node will take the R value from the '''NODATA colour value''' and replace the R channel of the pixel but leave the G and B channels unchanged.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Any channel:&amp;lt;/u&amp;gt; This option replaces the entire pixel if &amp;lt;i&amp;gt;any&amp;lt;/i&amp;gt; channel has a NODATA value. Again we'll use the example of a pixel that has a NODATA value in its R channel but valid data in the G and B channels. With this option the pixel is entirely replaced using the '''NODATA colour value''', even though the G and B channels have valid data.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Replace with scalar:''' Check this to replace NODATA values with a scalar value. This always operates on a channel by channel basis. If only one channel of an image pixel has a NODATA value then only that channel is replaced.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''NODATA scalar value:''' This is the scalar value used for NODATA replacement.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Make NODATA transparent:''' Check this to make any NODATA values completely transparent. If any channel of a pixel has a NODATA value the pixel is made fully transparent. Please be aware using this setting means images will be expanded to RGBA, potentially increasing memory usage.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Update button:''' Click this button to update the image when you change any of the NODATA replacement parameters. This is not done automatically as you make changes as it can be a time consuming process with large images.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to: [[Geog Image Map Shader]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Geog_Image_Map_Shader&amp;diff=6541</id>
		<title>Geog Image Map Shader</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Geog_Image_Map_Shader&amp;diff=6541"/>
		<updated>2014-03-03T22:48:16Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:work_in_progress.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Node Description and Purpose'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Geog image map shader can load and georeference images in many raster geospatial data formats. In other words, you can use it to load aerial and satellite photos. Georeferencing means it places images in their correct geographic location on the planet, as long as the georeferencing information is available with the image. Please note that the node does not support vector images.&lt;br /&gt;
&lt;br /&gt;
The Geog image map shader is a specialised version of the [[Image Map Shader]]. It shares quite a few settings with the Image map shader but also provides new ones for working with geospatial data.&lt;br /&gt;
&lt;br /&gt;
You can see a list of the image formats supported by the node [http://www.gdal.org/formats_list.html here]. TG3 supports all of the formats which have &amp;quot;Yes&amp;quot; in the &amp;quot;Compiled by default&amp;quot; column of the table on that page. It also supports JPEG2000 via OpenJPEG. Most commonly used image formats are supported. Please note that not all of the supported formats have been tested, there are a lot of them and some are quite obscure.&lt;br /&gt;
&lt;br /&gt;
The Geog image map shader doesn't allow you to specify the image projection (not to be confused with the geographic projection) for the shader. The only image projection it supports is Plan Y.&lt;br /&gt;
&lt;br /&gt;
When the node is loading an image it loads each raster band (channel) of the image in turn. It shows a progress dialog, if needed, for each raster band that's loaded.&lt;br /&gt;
&lt;br /&gt;
Georeferencing settings are only available in the Professional edition. However the correct size for the image will still be calculated based on georeferencing if needed.&lt;br /&gt;
&lt;br /&gt;
When you use a georeferenced image and the '''Georeference''' parameter is checked it will be placed at the correct position on the planet. However accuracy falls away as you move away from the origin of the planet, which corresponds to 0&amp;amp;deg; latitude, 0&amp;amp;deg; longitude or the Prime Meridian at the Equator. To ensure the best accuracy when working with georeferenced data it's suggested that you move the planet origin to the area you're interested in. This is less important with image data but can be a factor if you're using the image for displacement or along with georeferenced DEMs.&lt;br /&gt;
&lt;br /&gt;
It's easy to move the planet origin. Let's say you've loaded an image and it's georeferenced. We'll move the planet origin so that it's at the southwest corner of the image. Follow these steps:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Click the copy/paste button (clipboard icon) at right of the '''SW corner lat long''' parameter.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
Choose &amp;quot;Copy coordinates&amp;quot; from the menu which pops up. This will copy the lat/long values from both text fields at the same time.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
Open the parameter view for the Planet 01 node (the default planet object). You can find this in the Objects node list or double click on the node in the network view.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
Paste the values into the planet's '''Lat long at apex''' parameter. You should use the copy/paste button for this again. Click the button and choose &amp;quot;Paste coordinates&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those steps move the planet origin to the area you're interested and should ensure the best results.&lt;br /&gt;
&lt;br /&gt;
The node allows you to replace NODATA values with a different value. NODATA values indicate areas in the image without valid data, which would usually be represented as black areas in the image.&lt;br /&gt;
&lt;br /&gt;
The Geog image map shader works best with images that are already have the raster data aligned north/south. For example some of the US National Land Cover Database images have the raster data rotated within the image bounds. These currently will not display properly. The Geog image map shader will support warping images such as these in the future. In the meantime you may want to warp these images yourself, perhaps using the GDAL tools.&lt;br /&gt;
&lt;br /&gt;
The node uses [http://www.gdal.org GDAL] and [http://trac.osgeo.org/proj/PROJ.4 PROJ.4] to load and georeference image files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Node Type:''' Shader (colour and/or displacement)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Image filename:''' This parameter lets you specify the image file to be loaded. Click the File button on the right to open a file chooser dialog.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Location tab&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The following georeferencing settings are only available in the Professional edition:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
'''Georeference:''' If this is checked the heightfield will be georeferenced according to the settings in the fields below. If you uncheck this the position of the DEM will be controlled by the [[Heightfield Shader]] this node is attached to. The DEM will still be the correct size (according to values derived from the file).&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Auto georeference from file:''' If this is checked the node tries to load georeferencing information for the DEM. This is on by default so when you a create a new node and choose a file the georeferencing information will be loaded automatically. If the node finds georeferencing information when it loads the file it also turns on the '''Georeference''' parameter. Please note that this also means that the georeferencing information will be read when the node loads as part of a project being opened. If you turn off the '''Georeference''' parameter you should also turn off '''Auto georeference from file''' or '''Georeference''' will be turned back on again when the project loads.&lt;br /&gt;
&lt;br /&gt;
If you make changes to the georeferencing values this parameter is turned off.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt; &lt;br /&gt;
'''NW corner lat long:''' This sets the latitude and longitude of the northwest corner of the heightfield.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''NE corner lat long:''' This sets the latitude and longitude of the northeast corner of the heightfield.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''SE corner lat long:''' This sets the latitude and longitude of the southeast corner of the heightfield.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''SW corner lat long:''' This sets the latitude and longitude of the southwest corner of the heightfield.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
* '''Position explicitly:'''  If this is checked you can set the position of the image directly without using georeferencing. You use the parameters below to do this. Explicit positioning is the only option for editions of TG3 lower than the Professional edition.&lt;br /&gt;
&lt;br /&gt;
* '''Position center:'''  If this is checked the shader is positioned relative to centre of the image.&lt;br /&gt;
&lt;br /&gt;
*'''Position lower left:'''  If this is checked the shader is positioned relative to the lower left corner of the image.&lt;br /&gt;
&lt;br /&gt;
*'''Position:'''  This sets the position of the shader.&lt;br /&gt;
&lt;br /&gt;
*'''Size:'''  This sets the size of the shader in metres.&lt;br /&gt;
&lt;br /&gt;
*'''Size from Image:'''  Click this button to set the size based on the data available from image. For example if the georeferencing data for the image said it covered an area of 5 km by 10 km then the '''Size''' parameter would be set to { 5000, 10000 }.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Additional tabs for Geog Image Map Shader==&lt;br /&gt;
&lt;br /&gt;
* [[Geog Image Map Shader - NODATA Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Geog Image Map Shader - Info Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Geog Image Map Shader - Colour Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Geog Image Map Shader - Displacement Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Geog Image Map Shader - Effects Tab]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Colour Shader]]&lt;br /&gt;
[[Category:Displacement Shader]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Geog_Image_Map_Shader&amp;diff=6540</id>
		<title>Geog Image Map Shader</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Geog_Image_Map_Shader&amp;diff=6540"/>
		<updated>2014-03-03T22:41:24Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:work_in_progress.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Node Description and Purpose'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Geog image map shader can load and georeference images in many raster geospatial data formats. In other words, you can use it to load aerial and satellite photos. Georeferencing means it places images in their correct geographic location on the planet, as long as the georeferencing information is available with the image. Please note that the node does not support vector images.&lt;br /&gt;
&lt;br /&gt;
The Geog image map shader is a specialised version of the [[Image Map Shader]]. It shares quite a few settings with the Image map shader but also provides new ones for working with geospatial data.&lt;br /&gt;
&lt;br /&gt;
You can see a list of the image formats supported by the node [http://www.gdal.org/formats_list.html here]. TG3 supports all of the formats which have &amp;quot;Yes&amp;quot; in the &amp;quot;Compiled by default&amp;quot; column of the table on that page. It also supports JPEG2000 via OpenJPEG. Most commonly used image formats are supported. Please note that not all of the supported formats have been tested, there are a lot of them and some are quite obscure.&lt;br /&gt;
&lt;br /&gt;
The Geog image map shader doesn't allow you to specify the image projection (not to be confused with the geographic projection) for the shader. The only image projection it supports is Plan Y.&lt;br /&gt;
&lt;br /&gt;
When the node is loading an image it loads each raster band (channel) of the image in turn. It shows a progress dialog, if needed, for each raster band that's loaded.&lt;br /&gt;
&lt;br /&gt;
Georeferencing settings are only available in the Professional edition. However the correct size for the image will still be calculated based on georeferencing if needed.&lt;br /&gt;
&lt;br /&gt;
When you use a georeferenced image and the '''Georeference''' parameter is checked it will be placed at the correct position on the planet. However accuracy falls away as you move away from the origin of the planet, which corresponds to 0&amp;amp;deg; latitude, 0&amp;amp;deg; longitude or the Prime Meridian at the Equator. To ensure the best accuracy when working with georeferenced data it's suggested that you move the planet origin to the area you're interested in. This is less important with image data but can be a factor if you're using the image for displacement or along with georeferenced DEMs.&lt;br /&gt;
&lt;br /&gt;
It's easy to move the planet origin. Let's say you've loaded an image and it's georeferenced. We'll move the planet origin so that it's at the southwest corner of the image. Follow these steps:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Click the copy/paste button (clipboard icon) at right of the '''SW corner lat long''' parameter.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
Choose &amp;quot;Copy coordinates&amp;quot; from the menu which pops up. This will copy the lat/long values from both text fields at the same time.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
Open the parameter view for the Planet 01 node (the default planet object). You can find this in the Objects node list or double click on the node in the network view.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
Paste the values into the planet's '''Lat long at apex''' parameter. You should use the copy/paste button for this again. Click the button and choose &amp;quot;Paste coordinates&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those steps move the planet origin to the area you're interested and should ensure the best results.&lt;br /&gt;
&lt;br /&gt;
The node allows you to replace NODATA values with a different value. NODATA values indicate areas in the image without valid data, which would usually be represented as black areas in the image.&lt;br /&gt;
&lt;br /&gt;
The Geog image map shader works best with images that are already have the raster data aligned north/south. For example some of the US National Land Cover Database images have the raster data rotated within the image bounds. These currently will not display properly. The Geog image map shader will support warping images such as these in the future. In the meantime you may want to warp these images yourself, perhaps using the GDAL tools.&lt;br /&gt;
&lt;br /&gt;
The node uses [http://www.gdal.org GDAL] and [http://trac.osgeo.org/proj/PROJ.4 PROJ.4] to load and georeference image files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Node Type:''' Shader (colour and/or displacement)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Image filename:''' This parameter lets you specify the image file to be loaded. Click the File button on the right to open a file chooser dialog.&lt;br /&gt;
&lt;br /&gt;
The following georeferencing settings are only available in the Professional edition:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
'''Georeference:''' If this is checked the heightfield will be georeferenced according to the settings in the fields below. If you uncheck this the position of the DEM will be controlled by the [[Heightfield Shader]] this node is attached to. The DEM will still be the correct size (according to values derived from the file).&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Auto georeference from file:''' If this is checked the node tries to load georeferencing information for the DEM. This is on by default so when you a create a new node and choose a file the georeferencing information will be loaded automatically. If the node finds georeferencing information when it loads the file it also turns on the '''Georeference''' parameter. Please note that this also means that the georeferencing information will be read when the node loads as part of a project being opened. If you turn off the '''Georeference''' parameter you should also turn off '''Auto georeference from file''' or '''Georeference''' will be turned back on again when the project loads.&lt;br /&gt;
&lt;br /&gt;
If you make changes to the georeferencing values this parameter is turned off.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt; &lt;br /&gt;
'''NW corner lat long:''' This sets the latitude and longitude of the northwest corner of the heightfield.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''NE corner lat long:''' This sets the latitude and longitude of the northeast corner of the heightfield.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''SE corner lat long:''' This sets the latitude and longitude of the southeast corner of the heightfield.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''SW corner lat long:''' This sets the latitude and longitude of the southwest corner of the heightfield.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
* '''Position explicitly:'''  If this is checked you can set the position of the image directly without using georeferencing. You use the parameters below to do this. Explicit positioning is the only option for editions of TG3 lower than the Professional edition.&lt;br /&gt;
&lt;br /&gt;
'''Position center:'''  If this is checked the shader is positioned relative to centre of the image.&lt;br /&gt;
'''Position lower left:'''  If this is checked the shader is positioned relative to the lower left corner of the image.&lt;br /&gt;
'''Position:'''  This sets the position of the shader.&lt;br /&gt;
'''Size:'''  This sets the size of the shader in metres.&lt;br /&gt;
'''Size from Image:'''  Click this button to set the size based on the data available from image. For example if the georeferencing data for the image said it covered an area of 5 km by 10 km then the '''Size''' parameter would be set to { 5000, 10000 }.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Additional tabs for Geog Image Map Shader==&lt;br /&gt;
&lt;br /&gt;
* [[Geog Image Map Shader - Location Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Geog Image Map Shader - NODATA Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Geog Image Map Shader - Info Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Geog Image Map Shader - Colour Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Geog Image Map Shader - Displacement Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Geog Image Map Shader - Effects Tab]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Colour Shader]]&lt;br /&gt;
[[Category:Displacement Shader]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Geog_Image_Map_Shader&amp;diff=6539</id>
		<title>Geog Image Map Shader</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Geog_Image_Map_Shader&amp;diff=6539"/>
		<updated>2014-03-03T22:40:02Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:work_in_progress.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Node Description and Purpose'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Geog image map shader can load and georeference images in many raster geospatial data formats. In other words, you can use it to load aerial and satellite photos. Georeferencing means it places images in their correct geographic location on the planet, as long as the georeferencing information is available with the image. Please note that the node does not support vector images.&lt;br /&gt;
&lt;br /&gt;
The Geog image map shader is a specialised version of the [[Image Map Shader]]. It shares quite a few settings with the Image map shader but also provides new ones for working with geospatial data.&lt;br /&gt;
&lt;br /&gt;
You can see a list of the image formats supported by the node [http://www.gdal.org/formats_list.html here]. TG3 supports all of the formats which have &amp;quot;Yes&amp;quot; in the &amp;quot;Compiled by default&amp;quot; column of the table on that page. It also supports JPEG2000 via OpenJPEG. Most commonly used image formats are supported. Please note that not all of the supported formats have been tested, there are a lot of them and some are quite obscure.&lt;br /&gt;
&lt;br /&gt;
The Geog image map shader doesn't allow you to specify the image projection (not to be confused with the geographic projection) for the shader. The only image projection it supports is Plan Y.&lt;br /&gt;
&lt;br /&gt;
When the node is loading an image it loads each raster band (channel) of the image in turn. It shows a progress dialog, if needed, for each raster band that's loaded.&lt;br /&gt;
&lt;br /&gt;
Georeferencing settings are only available in the Professional edition. However the correct size for the image will still be calculated based on georeferencing if needed.&lt;br /&gt;
&lt;br /&gt;
When you use a georeferenced image and the '''Georeference''' parameter is checked it will be placed at the correct position on the planet. However accuracy falls away as you move away from the origin of the planet, which corresponds to 0&amp;amp;deg; latitude, 0&amp;amp;deg; longitude or the Prime Meridian at the Equator. To ensure the best accuracy when working with georeferenced data it's suggested that you move the planet origin to the area you're interested in. This is less important with image data but can be a factor if you're using the image for displacement or along with georeferenced DEMs.&lt;br /&gt;
&lt;br /&gt;
It's easy to move the planet origin. Let's say you've loaded an image and it's georeferenced. We'll move the planet origin so that it's at the southwest corner of the image. Follow these steps:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Click the copy/paste button (clipboard icon) at right of the '''SW corner lat long''' parameter.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
Choose &amp;quot;Copy coordinates&amp;quot; from the menu which pops up. This will copy the lat/long values from both text fields at the same time.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
Open the parameter view for the Planet 01 node (the default planet object). You can find this in the Objects node list or double click on the node in the network view.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
Paste the values into the planet's '''Lat long at apex''' parameter. You should use the copy/paste button for this again. Click the button and choose &amp;quot;Paste coordinates&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those steps move the planet origin to the area you're interested and should ensure the best results.&lt;br /&gt;
&lt;br /&gt;
The node allows you to replace NODATA values with a different value. NODATA values indicate areas in the image without valid data, which would usually be represented as black ares in the image.&lt;br /&gt;
&lt;br /&gt;
The Geog image map shader works best with images that are already have the raster data aligned north/south. For example some of the US National Land Cover Database images have the raster data rotated within the image bounds. These currently will not display properly. The Geog image map shader will support warping images such as these in the future. In the meantime you may want to warp these images yourself, perhaps using the GDAL tools.&lt;br /&gt;
&lt;br /&gt;
The node uses [http://www.gdal.org GDAL] and [http://trac.osgeo.org/proj/PROJ.4 PROJ.4] to load and georeference image files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Node Type:''' Shader (colour and/or displacement)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Image filename:''' This parameter lets you specify the image file to be loaded. Click the File button on the right to open a file chooser dialog.&lt;br /&gt;
&lt;br /&gt;
The following georeferencing settings are only available in the Professional edition:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
'''Georeference:''' If this is checked the heightfield will be georeferenced according to the settings in the fields below. If you uncheck this the position of the DEM will be controlled by the [[Heightfield Shader]] this node is attached to. The DEM will still be the correct size (according to values derived from the file).&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Auto georeference from file:''' If this is checked the node tries to load georeferencing information for the DEM. This is on by default so when you a create a new node and choose a file the georeferencing information will be loaded automatically. If the node finds georeferencing information when it loads the file it also turns on the '''Georeference''' parameter. Please note that this also means that the georeferencing information will be read when the node loads as part of a project being opened. If you turn off the '''Georeference''' parameter you should also turn off '''Auto georeference from file''' or '''Georeference''' will be turned back on again when the project loads.&lt;br /&gt;
&lt;br /&gt;
If you make changes to the georeferencing values this parameter is turned off.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt; &lt;br /&gt;
'''NW corner lat long:''' This sets the latitude and longitude of the northwest corner of the heightfield.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''NE corner lat long:''' This sets the latitude and longitude of the northeast corner of the heightfield.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''SE corner lat long:''' This sets the latitude and longitude of the southeast corner of the heightfield.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''SW corner lat long:''' This sets the latitude and longitude of the southwest corner of the heightfield.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
* '''Position explicitly:'''  If this is checked you can set the position of the image directly without using georeferencing. You use the parameters below to do this. Explicit positioning is the only option for editions of TG3 lower than the Professional edition.&lt;br /&gt;
&lt;br /&gt;
'''Position center:'''  If this is checked the shader is positioned relative to centre of the image.&lt;br /&gt;
'''Position lower left:'''  If this is checked the shader is positioned relative to the lower left corner of the image.&lt;br /&gt;
'''Position:'''  This sets the position of the shader.&lt;br /&gt;
'''Size:'''  This sets the size of the shader in metres.&lt;br /&gt;
'''Size from Image:'''  Click this button to set the size based on the data available from image. For example if the georeferencing data for the image said it covered an area of 5 km by 10 km then the '''Size''' parameter would be set to { 5000, 10000 }.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Additional tabs for Geog Image Map Shader==&lt;br /&gt;
&lt;br /&gt;
* [[Geog Image Map Shader - Location Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Geog Image Map Shader - NODATA Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Geog Image Map Shader - Info Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Geog Image Map Shader - Colour Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Geog Image Map Shader - Displacement Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Geog Image Map Shader - Effects Tab]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Colour Shader]]&lt;br /&gt;
[[Category:Displacement Shader]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Geog_Image_Map_Shader&amp;diff=6471</id>
		<title>Geog Image Map Shader</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Geog_Image_Map_Shader&amp;diff=6471"/>
		<updated>2014-02-07T04:33:05Z</updated>

		<summary type="html">&lt;p&gt;Jo: Created page with &amp;quot;center   '''Node Description and Purpose'''&amp;lt;br /&amp;gt; The Geog image map shader can load and georeference images in many raster geospatial data formats...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:work_in_progress.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Node Description and Purpose'''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Geog image map shader can load and georeference images in many raster geospatial data formats. In other words, you can use it to load aerial and satellite photos. Georeferencing means it places images in their correct geographic location on the planet, as long as the georeferencing information is available with the image. Please note that the node does not support vector images.&lt;br /&gt;
&lt;br /&gt;
The Geog image map shader is a specialised version of the [[Image map shader]]. It shares quite a few settings with the Image map shader but also provides new ones for working with geospatial data.&lt;br /&gt;
&lt;br /&gt;
You can see a list of the image formats supported by the node [http://www.gdal.org/formats_list.html here]. TG3 supports all of the formats which have &amp;quot;Yes&amp;quot; in the &amp;quot;Compiled by default&amp;quot; column of the table on that page. It also supports JPEG2000 via OpenJPEG. Most commonly used image formats are supported. Please note that not all of the supported formats have been tested, there are a lot of them and some are quite obscure.&lt;br /&gt;
&lt;br /&gt;
The Geog image map shader doesn't allow you to specify the image projection (not to be confused with the geographic projection) for the shader. The only image projection it supports is Plan Y.&lt;br /&gt;
&lt;br /&gt;
When the node is loading an image it loads each raster band (channel) of the image in turn. It shows a progress dialog, if needed, for each raster band that's loaded.&lt;br /&gt;
&lt;br /&gt;
Georeferencing settings are only available in the Professional edition. However the correct size for the image will still be calculated based on georeferencing if needed.&lt;br /&gt;
&lt;br /&gt;
When you use a georeferenced image and the '''Georeference''' parameter is checked it will be placed at the correct position on the planet. However accuracy falls away as you move away from the origin of the planet, which corresponds to 0&amp;amp;deg; latitude, 0&amp;amp;deg; longitude or the Prime Meridian at the Equator. To ensure the best accuracy when working with georeferenced data it's suggested that you move the planet origin to the area you're interested in. This is less important with image data but can be a factor if you're using the image for displacement or along with georeferenced DEMs.&lt;br /&gt;
&lt;br /&gt;
It's easy to move the planet origin. Let's say you've loaded an image and it's georeferenced. We'll move the planet origin so that it's at the southwest corner of the image. Follow these steps:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Click the copy/paste button (clipboard icon) at right of the '''SW corner lat long''' parameter.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
Choose &amp;quot;Copy coordinates&amp;quot; from the menu which pops up. This will copy the lat/long values from both text fields at the same time.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
Open the parameter view for the Planet 01 node (the default planet object). You can find this in the Objects node list or double click on the node in the network view.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
Paste the values into the planet's '''Lat long at apex''' parameter. You should use the copy/paste button for this again. Click the button and choose &amp;quot;Paste coordinates&amp;quot;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Those steps move the planet origin to the area you're interested and should ensure the best results.&lt;br /&gt;
&lt;br /&gt;
The node allows you to replace NODATA values with a different value. NODATA values indicate areas in the image without valid data, which would usually be represented as black ares in the image.&lt;br /&gt;
&lt;br /&gt;
The Geog image map shader works best with images that are already have the raster data aligned north/south. For example some of the US National Land Cover Database images have the raster data rotated within the image bounds. These currently will not display properly. The Geog image map shader will support warping images such as these in the future. In the meantime you may want to warp these images yourself, perhaps using the GDAL tools.&lt;br /&gt;
&lt;br /&gt;
The node uses [http://www.gdal.org GDAL] and [https://trac.osgeo.org/proj/PROJ.4] to load and georeference image files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Node Type:''' Shader (colour and/or displacement)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Image filename:''' This parameter lets you specify the image file to be loaded. Click the File button on the right to open a file chooser dialog.&lt;br /&gt;
&lt;br /&gt;
The following georeferencing settings are only available in the Professional edition:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
'''Georeference:''' If this is checked the heightfield will be georeferenced according to the settings in the fields below. If you uncheck this the position of the DEM will be controlled by the [[Heightfield Shader]] this node is attached to. The DEM will still be the correct size (according to values derived from the file).&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Auto georeference from file:''' If this is checked the node tries to load georeferencing information for the DEM. This is on by default so when you a create a new node and choose a file the georeferencing information will be loaded automatically. If the node finds georeferencing information when it loads the file it also turns on the '''Georeference''' parameter. Please note that this also means that the georeferencing information will be read when the node loads as part of a project being opened. If you turn off the '''Georeference''' parameter you should also turn off '''Auto georeference from file''' or '''Georeference''' will be turned back on again when the project loads.&lt;br /&gt;
&lt;br /&gt;
If you make changes to the georeferencing values this parameter is turned off.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt; &lt;br /&gt;
'''NW corner lat long:''' This sets the latitude and longitude of the northwest corner of the heightfield.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''NE corner lat long:''' This sets the latitude and longitude of the northeast corner of the heightfield.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''SE corner lat long:''' This sets the latitude and longitude of the southeast corner of the heightfield.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''SW corner lat long:''' This sets the latitude and longitude of the southwest corner of the heightfield.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
* '''Position explicitly:'''  If this is checked you can set the position of the image directly without using georeferencing. You use the parameters below to do this. Explicit positioning is the only option for editions of TG3 lower than the Professional edition.&lt;br /&gt;
&lt;br /&gt;
'''Position center:'''  If this is checked the shader is positioned relative to centre of the image.&lt;br /&gt;
'''Position lower left:'''  If this is checked the shader is positioned relative to the lower left corner of the image.&lt;br /&gt;
'''Position:'''  This sets the position of the shader.&lt;br /&gt;
'''Size:'''  This sets the size of the shader in metres.&lt;br /&gt;
'''Size from Image:'''  Click this button to set the size based on the data available from image. For example if the georeferencing data for the image said it covered an area of 5 km by 10 km then the '''Size''' parameter would be set to { 5000, 10000 }.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Additional tabs for Geog Image Map Shader==&lt;br /&gt;
&lt;br /&gt;
* [[Geog Image Map Shader - Location Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Geog Image Map Shader - NODATA Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Geog Image Map Shader - Info Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Geog Image Map Shader - Colour Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Geog Image Map Shader - Displacement Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Geog Image Map Shader - Effects Tab]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Colour Shader]]&lt;br /&gt;
[[Category:Displacement Shader]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Working_with_Objects&amp;diff=6458</id>
		<title>Working with Objects</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Working_with_Objects&amp;diff=6458"/>
		<updated>2014-01-21T20:10:31Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:work_in_progress.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
This guide covers many aspects of working with objects in Terragen 3. It talks about using both built-in and imported objects.&lt;br /&gt;
&lt;br /&gt;
[[Creating and Importing Objects]]&amp;lt;br /&amp;gt;&lt;br /&gt;
This discusses creating objects with TG, either using the objects built in to TG or importing object files created in other applications.&lt;br /&gt;
&lt;br /&gt;
[[Object Display in the 3D Preview]]&amp;lt;br /&amp;gt;&lt;br /&gt;
This page shows you how to control object display in the 3D Preview.&lt;br /&gt;
&lt;br /&gt;
[[Manipulating Objects and Shaders in the 3D Preview]]&amp;lt;br /&amp;gt;&lt;br /&gt;
This page describes how to manipulate objects (and other nodes) interactively in the 3D Preview.&lt;br /&gt;
&lt;br /&gt;
[[Populator Guide]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Populator Guide tells you all about using objects in populations, which allow you to quickly and easily cover large areas with many copies of an object.&lt;br /&gt;
&lt;br /&gt;
[[Terragen Import-Export Reference]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Import-Export reference has detailed information about the object file formats TG supports for importing and exporting.&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Power_Fractal_Shader_v3&amp;diff=6457</id>
		<title>Power Fractal Shader v3</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Power_Fractal_Shader_v3&amp;diff=6457"/>
		<updated>2014-01-21T06:16:50Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Power_fractal_shader_v3.jpg|center|Power Fractal Shader v3]]&lt;br /&gt;
&lt;br /&gt;
'''Node Description &amp;amp; Purpose: '''&amp;lt;br /&amp;gt;&lt;br /&gt;
The Power Fractal Shader is one of the most important and fundamental shaders used in Terragen. Based on a choice of fractal formuals, it provides the user with the abilty to create and control the distribution and displacement of many functions in any TG project. The fractal detail provided by this shader is user-defined and adaptable to any scale required - ranging between the order of magnitude of a tiny grain of sand, up to planetary structures.&lt;br /&gt;
&lt;br /&gt;
Usually, the Power Fractal Shader is sourcing information to other shaders, such as a surface shader or cloud shader, which then interpret the fractal information provided, relative to the functions these other shaders perform.&lt;br /&gt;
&lt;br /&gt;
Fractals can be used for displacement or for colour, or for both displacement and colour. When we refer to the amplitude of a feature, this is related to the &amp;quot;displacement amplitude&amp;quot; when used for displacement or the &amp;quot;colour contrast&amp;quot; when used for colour. The colour generated by a shader is often interpreted in other ways when connected to other shaders. Examples are the density of a cloud layer or the fractal breakup applied to another surface layer.&lt;br /&gt;
&lt;br /&gt;
Scale is measured in texture space, which is not the same as the &amp;quot;tallness&amp;quot; of a feature. So you can have a feature scale of 100 km but its features only 10 metres tall, for example.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Node Type: ''' Fractal Shader&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Nodes in Default Scene: '''&amp;lt;br /&amp;gt;&lt;br /&gt;
The default scene contains a Power Fractal Shader which has been renamed &amp;quot;Base Colors&amp;quot;. In the default setup, this Power Fractal provides color to the planet surface. To be precise, it provides a fractal distribution of colors, ranging from grey to black, at a certain fractal detail, contrast and color roughness. As displacement is disabled in the &amp;quot;Base Color&amp;quot; node for the default project, this shader is not providing 3D structure to the planet surface.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Settings on main settings window (above tabs), include the obligatory &amp;quot;Name&amp;quot; field, a checkbox to enable or disable the Power Fractal Shader, and an input field labeled &amp;quot;Seed&amp;quot;. The &amp;quot;Seed&amp;quot; of the Power Fractal can be set manually, or by hitting the &amp;quot;Random Seed&amp;quot; button nearby.&lt;br /&gt;
&lt;br /&gt;
* '''Seed''': The seed value controls the noise pattern generated. Each seed value generates a slightly different pattern. You can either set the value manually or use the '''Random Seed''' button at right to generate a random value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Scale tab&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
* '''Feature Scale [any positive value]: ''' The dominant features in the fractal occur at the &amp;quot;feature scale&amp;quot;. Features that are smaller than the feature scale have a reduced amplitude (the amplitude continues to diminish as the scale gets smaller, at a rate that depends on the roughness parameters).&lt;br /&gt;
&lt;br /&gt;
* '''Lead-in scale [any positive value]: ''' The &amp;quot;lead-in scale&amp;quot; should always be the largest feature that is visible in the texture. With clouds, for example, the lead-in scale allows you to create variations that occur over large areas of the sky, even if you want more prominent features at a smaller scale.&lt;br /&gt;
&lt;br /&gt;
* '''Smallest scale [any positive value]: ''' The fractal does not continue to produce detail down to in infinite level. It is limited by the &amp;quot;smallest scale&amp;quot;. The fractal does not create detail below this scale. If this is the only fractal in your surface or texture, then it will be smooth below this scale.&lt;br /&gt;
&lt;br /&gt;
* '''Noise Octaves: ''' This setting controls the number of layers which are combined to make up the noise pattern. The noise in each additional layer is twice the frequency of the previous layer. This has the effect of adding finer detail to the noise pattern.&lt;br /&gt;
&lt;br /&gt;
* '''Noise stretch XYZ: ''' This parameter stretches, or scales, the noise pattern.&lt;br /&gt;
&lt;br /&gt;
* '''Blend by shader:''' Check this to blend (mask) this shader using the specified shader or function node; essentially the other shader or function becomes a mask for this shader. The diffuse colours produced by the blend shader or the values produced by the blend function are interpreted as a blend weight, where 1 is full blend weight and 0 is no blend weight. These weights determine how much this shader's colour and displacement are applied to the input. Values below 0 or above 1 are allowed.&lt;br /&gt;
* '''Fit blendshader to this:''' If this is checked the blend shader (specified with the '''Blend by shader''' parameter) is given different texture coordinates in order to remap it into the texure space of this shader. Note that not all shaders use texture coordinates so this may have no effect.&lt;br /&gt;
* '''Invert blendshader:''' Check this to invert the values produced by the blend shader specified in the '''Blend by shader''' parameter.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example Movies'''&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Feature scale&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:FeatureScale.gif]]&lt;br /&gt;
|&lt;br /&gt;
Lead-in scale&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:LeadInV3Cloud.gif]][[File:LeadInV3.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Smallest scale&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:SmallestScale.gif]]&lt;br /&gt;
|&lt;br /&gt;
Noise octaves&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:NoiseOctavesV3.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Noise stretch&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:NoiseStretchV3.gif ]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Additional tabs for Power Fractal Shader v3==&lt;br /&gt;
&lt;br /&gt;
* [[Power Fractal Shader v3 - Colour Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Power Fractal Shader v3 - Displacement Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Power Fractal Shader v3 - Tweak Noise Tab]]&lt;br /&gt;
&lt;br /&gt;
* [[Power Fractal Shader v3 - Warping Tab]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Colour Shader]]&lt;br /&gt;
[[Category:Displacement Shader]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Power_Fractal_Shader_v3_-_Displacement_Tab&amp;diff=6456</id>
		<title>Power Fractal Shader v3 - Displacement Tab</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Power_Fractal_Shader_v3_-_Displacement_Tab&amp;diff=6456"/>
		<updated>2014-01-21T06:09:53Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:drex_module_157_2_image_0.png|center|Power Fractal Shader v3 - Displacement Tab]]&lt;br /&gt;
&lt;br /&gt;
'''Description: '''&amp;lt;br /&amp;gt;&lt;br /&gt;
Displacements are one of the two main function of a Power Fractal Shader. When displacement is enabled in this shader, the color information generated by the fractal are interpreted as elevations, where the high color equals maximum elevation, and the low color is the minimum elevation. Other shaders, such as the surface shader, can use this information to eventually apply structure to objects like the planet, fake stones, image maps, etc.&lt;br /&gt;
&lt;br /&gt;
The elevation information is independent of the color chosen in the &amp;quot;Colors&amp;quot; tab of the Power Fractal Shader. In fact, colors can be completely disabled in the Power Fractal Shader and displacement information is still generated for use by other shaders and functions.&lt;br /&gt;
&lt;br /&gt;
Please see the [[Surface_Layer_-_Displacement_Tab|Surface Layer - Displacement Tab]] page for more information about displacement. The information that page has about using the displacement parameters apply equally well to the settings in this shader.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Settings:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
'''Apply displacement:''' If this is checked the shader will generate displacement. The popup list at right allows you to choose the direction that displacement is applied in. Any options in the popup list that have &amp;quot;(requires computed normal)&amp;quot; require that there be a [[Compute Terrain]] or [[Compute Normal]] connected somewhere above the node in the network to work properly. The popup has the following options:&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Along vertical:&amp;lt;/u&amp;gt; Displacement will happen along the normal of the underlying object (i.e. the planet or a model) without any displacement being applied.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Along normal:&amp;lt;/u&amp;gt; Displacement will happen along the current surface normal.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Vertical only (requires computed normal):&amp;lt;/u&amp;gt; Displacement only happens along the normal of the underlying object (i.e. the planet or a model). The displacement is scaled by the difference between the object normal and the surface normal. Displacement is reduced as the angle between the normals approaches 90&amp;amp;deg;.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Lateral only (requires computed normal):&amp;lt;/u&amp;gt; Displacement only occurs in the lateral plane, or in other words perpendicular to the normal of the underlying object.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;Lateral normalized (requires computed normal):&amp;lt;/u&amp;gt; This is the same as &amp;lt;u&amp;gt;Lateral only&amp;lt;/u&amp;gt; but the normal is normalised (scaled so it has a length of 1).&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Displacement amplitude: ''' If displacements are enabled in a power fractal, this value determines the amplitude of the displacement. For example, if the power fractal is used to generate a procedural terrain, the amplitude determines how high and low the maximum terrain features can get.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Displacement offset:''' This value is added to the displacement values. This creates the effect of offsetting the displacement by a set amount along the '''Displacement direction'''. Positive values push the displacement out so it looks almost as if it was sitting on a plinth. Negative values will sink the displacement back into the surface. It doesn't reverse the displacement, it's more like creating a hole in the surface and then applying the displacement to the bottom of the hole.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Displacement roughness: ''' This slider allows you to adjust the roughness of the displacements. Values less than 1 reduce the roughness of the displacement.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Displacement spike limit: ''' This setting helps with reducing spikes which occur in the displacement. Especially when the fractal is used for generating realistic terrains, reducing both the spikes and roughness come in handy.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Continue spike limit: ''' TBC&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Adjust coastline: ''' When checked, &amp;quot;adjust coastline&amp;quot; will smooth the displacements by the two following parameters&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Coastline altitude:''' Set the altitude below which the smoothing begins.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
'''Coastline smoothing:''' Adjust the smoothing factor.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Example Movies'''&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Displacement direction&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:DisplacementDirection.gif]]&lt;br /&gt;
|&lt;br /&gt;
Displacement amplitude&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:DisplacementAmplitude.gif]]&lt;br /&gt;
|&lt;br /&gt;
Displacement offset&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:OffsetDisplacement.gif]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
Coastline altitude&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:CoastlineAltitude.gif]]&lt;br /&gt;
|&lt;br /&gt;
Coastline smoothing&amp;lt;br /&amp;gt;&lt;br /&gt;
[[File:CoastlineSmoothing.gif]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Back to: [[Power Fractal Shader v3]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Editing_Animation_Timing_with_the_Dope_Sheet&amp;diff=6455</id>
		<title>Editing Animation Timing with the Dope Sheet</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Editing_Animation_Timing_with_the_Dope_Sheet&amp;diff=6455"/>
		<updated>2014-01-21T02:52:48Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file:work_in_progress.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
The [[Dope Sheet]] is one of the editors in the [[Animation Panel]]. It's used to change the timing for animations. Timing is basically &amp;quot;when things happen&amp;quot;. For example you might want to change when an animation starts or how long it lasts. The Dope Sheet is specifically aimed at making these sorts of changes. When you edit animation keys with the Dope Sheet you are only changing the frame positions of those keys, not the values. This makes it easy to change animation timing without effecting the values of keys.&lt;br /&gt;
&lt;br /&gt;
Having said that, changing the frame positions of keys can have an effect on the interpolated values &amp;lt;i&amp;gt;between&amp;lt;/i&amp;gt; the keys. You might want to check to see how things are looking in the [[Curve Editor]] every so often, just to make sure things are as they should be. &lt;br /&gt;
&lt;br /&gt;
In case you're wondering the name &amp;quot;dope sheet&amp;quot; comes from traditional animation. The dope sheet, also known as an exposure sheet, is a document that helps an animator organise their animation and also give instructions to the cameramen who are filming the animation. &lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
The Dope Sheet view shows consists of rows. Each row corresponds to an item in the node list to the left. A row contains all the keys for a corresponding parameter or component of that parameter.&lt;br /&gt;
&lt;br /&gt;
Some of the items in the node list are for the nodes themselves. These rows don't have any keys as, of course, you animate parameters of nodes and not the nodes themselves. You can expand a node item in the list to show the all the animated parameters for that node.&lt;br /&gt;
&lt;br /&gt;
The keys for parameters are shown as white diamonds in the corresponding row in the Dope Sheet view. Some parameters have multiple components, such as vector or colour parameters, and you can set keys on the individual components. In this case the keys in the row for the parameter are coloured yellow. This are special keys called metakeys. You can find out more about metakeys [[Working with Keys|here]]. If you expand the parameter list item you will see new rows in the Dope Sheet for each component.&lt;br /&gt;
&lt;br /&gt;
Connecting all the keys in a row is bar which is a bit darker than the row background. This is called the range bar. You can double click on the range bar to select all the keys in that row.&lt;br /&gt;
&lt;br /&gt;
===Moving keys===&lt;br /&gt;
Moving keys is the way to change when things happen in an animation. Let's say you have an animation which starts at frame 10, but you want it to start at frame 20. Simply double click on the range bar for the parameter to select all the keys and then drag the keys so the first key is at frame 20.&lt;br /&gt;
&lt;br /&gt;
You also change when particular parts of an animation happen. All you need to do is select the keys relating to that part of the animation and then move them to when you want it to happen.&lt;br /&gt;
&lt;br /&gt;
When you have finished moving any keys that were at the location of a moved key get replaced by the moved key.&lt;br /&gt;
&lt;br /&gt;
To move keys interactively you need to make sure that the Dope Sheet is in the movement mode, rather than one of the scaling modes. This is the default mode for the Dope Sheet but you can change to it by clicking the '''Move keys''' button below the editor view:&lt;br /&gt;
&lt;br /&gt;
[[image:Move_scale_mode_buttons.jpg|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;-1&amp;quot;&amp;gt;&lt;br /&gt;
The '''Move keys''' button is on the left&lt;br /&gt;
&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is a hotkey to switch to movement mode.&lt;br /&gt;
&lt;br /&gt;
===Scaling keys===&lt;br /&gt;
You can scale keys to change the length of an animation while still keeping the time between keys in the same proportion. You can stretch all or part of animation out to make it longer or you can squeeze it down to make it shorter. You can scale keys interactively, by selecting keys and dragging them, or more precisely using the Action button. When you are scaling keys interactively you first need to choose a scaling mode (described below) by clicking the appropriate button under the editor view:&lt;br /&gt;
&lt;br /&gt;
[[image:Move_scale_mode_buttons.jpg|center]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;font size=&amp;quot;-1&amp;quot;&amp;gt;&lt;br /&gt;
Scale about frame mode button in middle,&amp;lt;br /&amp;gt;&lt;br /&gt;
Scale about center of selected keys mode button on right&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;/font&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are also hotkeys for changing the scaling mode.&lt;br /&gt;
&lt;br /&gt;
The Dope Sheet has two scaling methods. The first is scaling about the frame cursor. This is the most versatile scaling method. First you move the frame cursor to the location you want scaling to start from. Let's say you want to stretch an animation out:&lt;br /&gt;
* Move the frame cursor to the first key.&lt;br /&gt;
* Select all the keys you want to scale.&lt;br /&gt;
* Drag any of the selected keys to do the scaling.&lt;br /&gt;
&lt;br /&gt;
This will stretch the animation out from the first key.&lt;br /&gt;
&lt;br /&gt;
The other scaling method is scaling about the centre of the selected keys. Scaling will happen about the middle of the keys you've selected. Here's an example:&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
&amp;lt;mediaplayer width=&amp;quot;768&amp;quot; height=&amp;quot;250&amp;quot;&amp;gt;file:Dopesheet_scale_about_centre.mp4&amp;lt;/mediaplayer&amp;gt;&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In this movie the frame cursor has been moved to the centre of the keys just to help you see what's happening. The frame cursor has no effect when you scale about the centre of selected keys.&lt;br /&gt;
&lt;br /&gt;
When you have finished scaling any keys that were at the location of a moved key get replaced by the moved key.&lt;br /&gt;
&lt;br /&gt;
===Reversing keys===&lt;br /&gt;
You can easily reverse an animation or, in other words, flip it end for end. Reversing is a special form of scaling. There are a couple of ways to reverse an animation.&lt;br /&gt;
&lt;br /&gt;
The easiest way is to use the Action button:&amp;lt;br /&amp;gt;&lt;br /&gt;
* Select all the the keys.&lt;br /&gt;
* Enter -100 in the Action edit field.&lt;br /&gt;
* Click the Action button and choose '''Scale keys from centre of keys'''.&lt;br /&gt;
&lt;br /&gt;
This will flip the keys &amp;quot;in place&amp;quot; without otherwise changing their timings. &lt;br /&gt;
&lt;br /&gt;
The other way to reverse keys is to scale them interactively. As mentioned above there are two scaling methods in the Dope Sheet - scaling about the frame cursor and scaling about the centre of the selected keys. Whenever you drag past the location you're scaling about the keys will be reversed. For example lets say you're scaling about the frame cursor. You start dragging one of the keys on the right of the frame cursor. If you drag the key to the left side of the frame cursor the animation will be reversed.&lt;br /&gt;
&lt;br /&gt;
===Inserting keys===&lt;br /&gt;
You can insert new keys using the Dope Sheet. There are two ways to insert keys. One is to press the '''Insert key''' hotkey and then click where you want to insert the key. The other way is to context click where you what to insert the key and then choose '''Insert key''' from the context menu.&lt;br /&gt;
&lt;br /&gt;
When a key is inserted it's frame value is taken from the frame location you inserted it at, as you might expect. The value of the key is taken from the interpolated value at that frame. Depending on the interpolation method inserting keys might give unexpected results. You can check the parameter in the [[Curve Editor]] just to make sure everything is looking as it should.&lt;br /&gt;
&lt;br /&gt;
You can insert metakeys in parameter rows. When you insert a metakey a new key is also inserted in every component of that parameter.&lt;br /&gt;
&lt;br /&gt;
===Copying and pasting keys===&lt;br /&gt;
You can copy and paste keys in the Dope Sheet. When you paste keys they're inserted at the current frame cursor position. Pasted keys will replace any keys that are at the same frame.&lt;br /&gt;
&lt;br /&gt;
You can also duplicate keys. When you duplicate keys they're inserted one frame past the last existing key.&lt;br /&gt;
&lt;br /&gt;
When you've pasted or duplicated keys the view will move to centre on the newly added keys.&lt;br /&gt;
&lt;br /&gt;
There are currently some limits you need to keep in mind though:&lt;br /&gt;
&lt;br /&gt;
* You can only copy key and paste keys into the row selected in the node list. Even though you can select keys from multiple rows only the keys from the selected row will be copied.&lt;br /&gt;
* You can't copy and paste metakeys. If you try to copy metakeys you'll hear a beep.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Terragen 2 Animation Module Guide|Back to the Animation Module Guide]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
	<entry>
		<id>https://planetside.co.uk/wiki/index.php?title=Creating_and_Importing_Objects&amp;diff=6436</id>
		<title>Creating and Importing Objects</title>
		<link rel="alternate" type="text/html" href="https://planetside.co.uk/wiki/index.php?title=Creating_and_Importing_Objects&amp;diff=6436"/>
		<updated>2014-01-17T08:01:37Z</updated>

		<summary type="html">&lt;p&gt;Jo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:work_in_progress.jpg|center]]&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
This page talks about creating and importing objects. Terragen has a number of built-in objects and can also import object files in several formats. There is also a description of what happens when an object is created and how to access its settings. Finally there is a section on troubleshooting imported objects.&lt;br /&gt;
&lt;br /&gt;
=== Importing Objects ===&lt;br /&gt;
TG supports importing several object files:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
Terragen Object (.tgo)&amp;lt;br /&amp;gt;&lt;br /&gt;
Terragen Objects or TGOs are TG's native object file format. This is the format which is best supported by TG but no other applications support it. You can find objects in this format, the best example of which are the [http://planetside.co.uk/buy/buy-xfrog-plants Xfrog plants]. TGOs include geometry plus texturing and materials, including procedural texturing.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
Wavefront OBJ (.obj)&amp;lt;br /&amp;gt;&lt;br /&gt;
Wavefront OBJ is a popular object file format. This is the best option for importing objects into TG, if they aren't available in TGO format. OBJs include geometry as well as image map based textures and materials.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
Lightwave LWO (.lwo)&amp;lt;br /&amp;gt;&lt;br /&gt;
Lightwave LWOs are objects in the LightWave format. This format is the least well supported is deprecated. You should use the OBJ format instead. &lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Although TG3 does support the FBX format it doesn't yet support importing objects/geometry via FBX.&lt;br /&gt;
&lt;br /&gt;
You can find more detailed information about the supported object formats in the [[Terragen Import-Export Reference|Import-Export Reference]].&lt;br /&gt;
&lt;br /&gt;
It's easy to import objects into TG. There are a number of ways you can do it:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;The File Menu&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The File menu has two items for importing objects. The first is the &amp;quot;Import Object&amp;quot; item. This has a submenu which allows you to choose the format you want to import. You can also choose to import the object as a [[Populator Guide|population]]. When you choose one of these items an Open File dialog opens so you can choose the file to import.&lt;br /&gt;
&lt;br /&gt;
The second menu item is &amp;quot;Import Object from Library...&amp;quot;. Choosing this will open the Library window so you can browse through objects to import.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;The Objects node list&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
When you click the &amp;quot;Objects&amp;quot; button in the main window tool bar the Objects node list is shown in the top left. At the top left corner of that you'll find the &amp;quot;Add Objects&amp;quot; button. Clicking this button pops up a menu that has several items. The first item is &amp;quot;From Library...&amp;quot; and choosing this will open the Library window allowing you to browse objects to import.&lt;br /&gt;
&lt;br /&gt;
The next item is the &amp;quot;Objects&amp;quot; item. This item has a submenu which allows you choose an object type to create. This submenu also contains TG's built-in objects, such as the [[Grass Clump]] and [[Rock]]. To import an object you need to choose one of the &amp;quot;Reader&amp;quot; objects. For example if you want to import an OBJ file you should choose &amp;quot;Obj reader&amp;quot;. Choosing an item from this menu creates a single object, as opposed to a population.&lt;br /&gt;
&lt;br /&gt;
The last item in the menu is the &amp;quot;Population&amp;quot; item. This works just the same as the &amp;quot;Objects&amp;quot; item except that a population is created for the object.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;The Library window&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
The Library window allows you to browse through objects and choose which one you want to create. You can open it from the File Menu or &amp;quot;Add Objects&amp;quot; button as described above. You can also open it from the View menu or the &amp;quot;Library&amp;quot; button in the main window toolbar. You can find more information about using the Library [[The Library|here]].&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;li&amp;gt;&lt;br /&gt;
&amp;lt;u&amp;gt;The Node Palette&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
You can also import objects by using the [[Node Palette]]. You can create individual objects and populations this way, although it's not quite as easy as using the other methods.&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Creating Built-in Objects ===&lt;br /&gt;
TG has a number of built-in objects. These objects range from simple geometric objects such as planes and spheres to more complex objects such as the grass clump and rock. You can create all of these as individual objects and many (though not all) of them can also be populated. You can see all the built-in objects in the [[Object Nodes|Node Reference]].&lt;br /&gt;
&lt;br /&gt;
The easiest way to create the built-in objects is to use the &amp;quot;Add Objects&amp;quot; button in the Objects node list, as described in the previous section.&lt;br /&gt;
&lt;br /&gt;
Another way to create these objects is to use the [[Node Palette]].&lt;br /&gt;
&lt;br /&gt;
=== An Object is Created, What's Next? ===&lt;br /&gt;
&lt;br /&gt;
When an object is created or imported one or more nodes are created for it. If you're creating an individual object then at least one node for the object itself will be created. When you create a population a [[Populator v4]] node is created, along with the node for the object itself. If the object has materials and textures then nodes for those are also created. All the nodes that are created are connected together so your object is ready to go.&lt;br /&gt;
&lt;br /&gt;
You can access the object node parameters by selecting the node in the Objects node list. If you've created a population then both the population node and the object node are accessible in the top level of the Objects node list. You can tell the difference between the nodes either by their names or by looking at the icons for the list item. An object node icon looks like a single box. A population node icon looks like a stack of three boxes.&lt;br /&gt;
&lt;br /&gt;
You can also access object node parameters using the network view. Double click the node to open its parameter view.&lt;br /&gt;
&lt;br /&gt;
Some nodes which are created for objects are created in the internal networks of other nodes. For example when you create a population the object node is placed in the internal network of the populator node. Another example of this is that nodes created for object textures are placed in the internal network of object nodes. This is why you will normally only see one node added to the Network view even though many nodes may have been created. You can tell if a node in the Network view has nodes in its internal network because the node will have a plus sign drawn on its right end.&lt;br /&gt;
&lt;br /&gt;
To find out more about working with populations please see the [[Populator Guide]].&lt;br /&gt;
&lt;br /&gt;
Objects will be visible in the 3D Preview. For more information about viewing objects in the 3D Preview please read the [[Object Display in the 3D Preview]] page.&lt;br /&gt;
&lt;br /&gt;
=== Troubleshooting Imported Objects ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;An object appears to be lying on its side&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
This is most likely to happen with the OBJ Reader. Some 3D apps use the Z axis as the &amp;quot;up&amp;quot; axis, whereas TG uses the Y axis for &amp;quot;up&amp;quot;. To fix this go to the parameter view for the node and switch to the &amp;quot;OBJ Options&amp;quot; tab. Now check (or uncheck) the '''Source Z up''' parameter. This will cause the object to be reloaded with the correct orientation.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;An object seems like it's the wrong size&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
TG uses metres as its unit of measurement. If the model is using different units you may need to scale the model appropriately in TG using the '''Scale''' parameter of the object node. If the model is one you've created you can also export it using metres from your 3D app.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;An object is sitting too low/high on the terrain&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
Objects are positioned based on their origin. This origin will have been set in the app used to create the original object. For objects used in TG it might be worth setting the origin so the object sits on the terrain nicely. For example you might have a tree model with roots. If the origin was at the bottom of the object, below the roots, then the roots would be sitting above the terrain and the tree would look like it was floating. If the origin was placed where ground level would normally be, near the top of the roots, then the tree will sit on the terrain much better.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;A LWO object isn't showing any textures&amp;lt;/u&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
TG doesn't support loading textures for LWO objects. We strongly recommend using the OBJ format instead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Working with Objects|Back to Working with Objects]]&lt;/div&gt;</summary>
		<author><name>Jo</name></author>
		
	</entry>
</feed>