https://planetside.co.uk/wiki/api.php?action=feedcontributions&user=Russe166&feedformat=atomTerragen Documentation from Planetside Software - User contributions [en]2024-03-28T08:15:12ZUser contributionsMediaWiki 1.31.0https://planetside.co.uk/wiki/index.php?title=Glass_Shader_-_Sub-surface&diff=6921Glass Shader - Sub-surface2014-12-10T09:48:56Z<p>Russe166: Created page with "Glass Shader '''Node Description and Purpose:''' ==Additional tabs for Glass Shader== * Glass Shader Category:Other Surface Shader"</p>
<hr />
<div>[[Image:GlassShaderSub.png|476pxpx|Glass Shader]]<br />
<br />
'''Node Description and Purpose:''' <br />
<br />
==Additional tabs for Glass Shader==<br />
<br />
* [[Glass Shader]]<br />
<br />
[[Category:Other Surface Shader]]</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:GlassShaderSub.png&diff=6920File:GlassShaderSub.png2014-12-10T09:45:29Z<p>Russe166: Window Galss shader Sub surface</p>
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<div>Window Galss shader Sub surface</div>Russe166https://planetside.co.uk/wiki/index.php?title=Reflective_Shader&diff=6919Reflective Shader2014-12-10T09:43:18Z<p>Russe166: </p>
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<div>[[Image:drex_module_159_image_0.png|485pxpx|Reflective Shader]]<br />
<br />
'''Node Description and Purpose:''' The Reflective Shader provides a reflectivity effect for surfaces in Terragen 2. It can be used to simulate wet, smooth, and otherwise shiny surfaces. Control is provided over the strength of the reflectivity, the reflection tint, transparency, index of refraction, and whether reflections are Ray Traced. Ray Traced Reflections will accurately reflect the scene, but increase render times; disabling Ray Traced Reflections will provide a specular effect only.<br />
<br />
==Additional tabs for Reflective Shader==<br />
<br />
* [[Reflective Shader - Quality Tab]]<br />
<br />
[[Category:Other Surface Shader]]</div>Russe166https://planetside.co.uk/wiki/index.php?title=Glass_Shader&diff=6918Glass Shader2014-12-10T09:42:58Z<p>Russe166: </p>
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<div>[[Image:GlassShader.png|476pxpx|Glass Shader]]<br />
<br />
'''Node Description and Purpose:''' The Glass Shader is similar to the Water Shader, but includes a number of settings and features designed specifically to address various glass rendering scenarios, including single and double-sided refraction handling. We've also made a number of improvements in the renderer for refractive transparency, so you can apply the Water Shader or the Glass Shader to a variety of objects and get much better results than before.<br />
<br />
<br />
==Additional tabs for Glass Shader==<br />
<br />
* [[Glass Shader - Sub-surface]]<br />
<br />
[[Category:Other Surface Shader]]</div>Russe166https://planetside.co.uk/wiki/index.php?title=Reflective_Shader&diff=6917Reflective Shader2014-12-10T09:41:53Z<p>Russe166: </p>
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<div>[[Image:drex_module_159_image_0.png|476pxpx|Reflective Shader]]<br />
<br />
'''Node Description and Purpose:''' The Reflective Shader provides a reflectivity effect for surfaces in Terragen 2. It can be used to simulate wet, smooth, and otherwise shiny surfaces. Control is provided over the strength of the reflectivity, the reflection tint, transparency, index of refraction, and whether reflections are Ray Traced. Ray Traced Reflections will accurately reflect the scene, but increase render times; disabling Ray Traced Reflections will provide a specular effect only.<br />
<br />
==Additional tabs for Reflective Shader==<br />
<br />
* [[Reflective Shader - Quality Tab]]<br />
<br />
[[Category:Other Surface Shader]]</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:GlassShader.png&diff=6916File:GlassShader.png2014-12-10T09:40:58Z<p>Russe166: Main Window of GlassShader.png</p>
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<div>Main Window of GlassShader.png</div>Russe166https://planetside.co.uk/wiki/index.php?title=Glass_Shader&diff=6915Glass Shader2014-12-10T09:40:06Z<p>Russe166: Created page with "Glass Shader '''Node Description and Purpose:''' The Glass Shader is similar to the Water Shader, but includes a number of settings..."</p>
<hr />
<div>[[Image:drex_module_159_image_0.png|485pxpx|Glass Shader]]<br />
<br />
'''Node Description and Purpose:''' The Glass Shader is similar to the Water Shader, but includes a number of settings and features designed specifically to address various glass rendering scenarios, including single and double-sided refraction handling. We've also made a number of improvements in the renderer for refractive transparency, so you can apply the Water Shader or the Glass Shader to a variety of objects and get much better results than before.<br />
<br />
<br />
==Additional tabs for Glass Shader==<br />
<br />
* [[Glass Shader - Sub-surface]]<br />
<br />
[[Category:Other Surface Shader]]</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:Drex_module_1_image_0.png&diff=6914File:Drex module 1 image 0.png2014-12-10T09:31:24Z<p>Russe166: uploaded a new version of &quot;File:Drex module 1 image 0.png&quot;: v 3.2</p>
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<div>jrfconvert import</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:SphereShadow.gif&diff=6912File:SphereShadow.gif2014-11-22T16:38:43Z<p>Russe166: Effect of cast shadows when the sphere is used as ocean</p>
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<div>Effect of cast shadows when the sphere is used as ocean</div>Russe166https://planetside.co.uk/wiki/index.php?title=Sphere&diff=6911Sphere2014-11-22T16:37:48Z<p>Russe166: </p>
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<div>[[Image:drex_module_12_image_0.png|485pxpx|Sphere]]<br />
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'''Node Description and Purpose:'''<br /><br />
The Sphere node creates a sphere object.<br />
<br />
<br />
'''Node Type:''' Object<br /><br />
<br />
<br />
'''Settings:'''<br /><br />
<ul><br />
<li><br />
'''Show b-box in preview:''' If this is checked the bounding box of the sphere will be displayed in 3D Previews.<br />
</li><li><br />
'''Visible to camera:''' If this is unchecked the sphere will not be visible to cameras. In other words it will not show up in renders.<br />
</li><li><br />
'''Visible to other rays:''' TBC<br />
</li><li><br />
'''Cast shadows:''' If this is checked the sphere will cast shadows. Has to be turned off when the sphere is used as Ocean with a water shader.<br />
</li><br />
</ul><br />
<u>Transform Tab</u><br />
<ul><br />
<li><br />
'''Center:''' This sets the position of the centre of the sphere.<br />
</li><li><br />
'''Radius:''' This sets the radius of the sphere.<br />
</li><li><br />
'''Import chan file:''' Clicking this button allows you to import a .chan file to animate the sphere.<br />
</li><br />
</ul><br />
<br />
'''Example Movies'''<br />
<br />
{|<br />
|-<br />
|<br />
Sphere as ocean (shadows)<br /><br />
[[File:sphereShadow.gif]]<br />
|}<br />
<br />
==Additional tabs for Sphere==<br />
<br />
* [[Sphere - Angular Position Tab]]<br />
<br />
* [[Sphere - Surface Shaders Tab]]<br />
<br />
<!-- imported from file: module_12.html--><br />
<br />
[[Category: Object Nodes]]</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:Scalestep.gif&diff=6910File:Scalestep.gif2014-11-19T08:38:36Z<p>Russe166: uploaded a new version of &quot;File:Scalestep.gif&quot;</p>
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<div>Effect of Scale step</div>Russe166https://planetside.co.uk/wiki/index.php?title=Alpine_Fractal_Shader_v2_-_Settings_Tab&diff=6909Alpine Fractal Shader v2 - Settings Tab2014-11-16T12:08:35Z<p>Russe166: </p>
<hr />
<div>[[Category:IMPORT]]<br />
='''Alpine Fractal Shader v2 - Settings Tab'''=<br />
<br />
[[Image:drex_module_136_1_image_0.png|465pxpx|Alpine Fractal Shader - Settings Tab]]<br />
<br />
<br />
<br />
'''Example Movies'''<br />
<br />
{|<br />
|-<br />
|<br />
Scale step<br /><br />
[[File:Scalestep.gif]]<br />
|<br />
Stretch factor<br /><br />
[[File:Stretchfactor.gif]]<br />
|<br />
Late deposition<br /><br />
[[File:LateDepostion.gif]]<br />
|-<br />
|<br />
Early deposition<br /><br />
[[File:Earlydeposition.gif]]<br />
|<br />
Early deposition rate<br /><br />
[[File:Earlydepositionrate.gif ]]<br />
|<br />
Warp amount<br /><br />
[[File:WarpAmount.gif]]<br />
|}<br />
<br />
Back to: [[Alpine Fractal Shader v2]]</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:WarpAmount.gif&diff=6908File:WarpAmount.gif2014-11-16T12:07:34Z<p>Russe166: effect of Warp amount</p>
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<div>effect of Warp amount</div>Russe166https://planetside.co.uk/wiki/index.php?title=Alpine_Fractal_Shader_v2_-_Settings_Tab&diff=6907Alpine Fractal Shader v2 - Settings Tab2014-11-16T11:51:10Z<p>Russe166: </p>
<hr />
<div>[[Category:IMPORT]]<br />
='''Alpine Fractal Shader v2 - Settings Tab'''=<br />
<br />
[[Image:drex_module_136_1_image_0.png|465pxpx|Alpine Fractal Shader - Settings Tab]]<br />
<br />
<br />
<br />
'''Example Movies'''<br />
<br />
{|<br />
|-<br />
|<br />
Scale step<br /><br />
[[File:Scalestep.gif]]<br />
|<br />
Stretch factor<br /><br />
[[File:Stretchfactor.gif]]<br />
|<br />
Late deposition<br /><br />
[[File:LateDepostion.gif]]<br />
|-<br />
|<br />
Early deposition<br /><br />
[[File:Earlydeposition.gif]]<br />
|<br />
Early deposition rate<br /><br />
[[File:Earlydepositionrate.gif ]]<br />
|<br />
Warp amount<br /><br />
[[File:offsetAlpin.gif]]<br />
|}<br />
<br />
Back to: [[Alpine Fractal Shader v2]]</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:Earlydepositionrate.gif&diff=6906File:Earlydepositionrate.gif2014-11-16T11:46:14Z<p>Russe166: Effect of Early deposition rate</p>
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<div>Effect of Early deposition rate</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:Earlydeposition.gif&diff=6905File:Earlydeposition.gif2014-11-16T11:40:26Z<p>Russe166: Effect of Early deposition</p>
<hr />
<div>Effect of Early deposition</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:Stretchfactor.gif&diff=6904File:Stretchfactor.gif2014-11-16T11:17:22Z<p>Russe166: Effect of Stretch factor</p>
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<div>Effect of Stretch factor</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:Scalestep.gif&diff=6903File:Scalestep.gif2014-11-16T11:16:56Z<p>Russe166: Effect of Scale step</p>
<hr />
<div>Effect of Scale step</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:LateDepostion.gif&diff=6902File:LateDepostion.gif2014-11-16T11:16:32Z<p>Russe166: Effect of Late Depostion</p>
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<div>Effect of Late Depostion</div>Russe166https://planetside.co.uk/wiki/index.php?title=Alpine_Fractal_Shader_v2&diff=6901Alpine Fractal Shader v22014-11-15T15:35:22Z<p>Russe166: </p>
<hr />
<div>[[Image:drex_module_136_image_0.png|485pxpx|Alpine Fractal Shader]]<br />
<br />
'''Node Description and Purpose:''' The Alpine Fractal Shader is an alternative terrain shape shader that creates a more natural, eroded-looking mountainous terrain shape than the basic Power Fractal. Unlike a heightfield erosion effect, the Alpine Fractal Shader is procedural so it retains the detail benefits of procedural terrains, as well as the ability for global coverage. This shader is more demanding to render than the Power Fractal.<br />
<br />
Note: Version 2 of the Alpine Shader includes some bug fixes and adjustments that changed the output. Version 1 is maintained for compatibility with older projects; Version 2 should be used for all newer projects.<br />
<br />
<br />
<br />
'''Example Movies'''<br />
<br />
{|<br />
|-<br />
|<br />
Feature scale<br /><br />
[[File:FeatureScaleAlpin.gif]]<br />
|<br />
Lead-in octaves<br /><br />
[[File:LeadInOct.gif]]<br />
|<br />
Lead-in octaves 2<br /><br />
[[File:LeadInOct_2.gif]]<br />
|-<br />
|<br />
Smalest scale<br /><br />
[[File:SmalestScale.gif]]<br />
|<br />
Displacement amplitude<br /><br />
[[File:Displacement.gif ]]<br />
|<br />
Displacement offset<br /><br />
[[File:offsetAlpin.gif]]<br />
|-<br />
|<br />
Displacement roughness<br /><br />
[[File:Alpinroughness.gif]]<br />
|}<br />
<br />
==Additional tabs for Alpine Fractal Shader v2==<br />
<br />
* [[Alpine Fractal Shader v2 - Settings Tab]]<br />
<br />
[[Category:Displacement Shader]]</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:Alpinroughness.gif&diff=6900File:Alpinroughness.gif2014-11-15T15:34:15Z<p>Russe166: Effect of Alpin Roughtness</p>
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<div>Effect of Alpin Roughtness</div>Russe166https://planetside.co.uk/wiki/index.php?title=Alpine_Fractal_Shader_v2&diff=6899Alpine Fractal Shader v22014-11-15T15:27:08Z<p>Russe166: </p>
<hr />
<div>[[Image:drex_module_136_image_0.png|485pxpx|Alpine Fractal Shader]]<br />
<br />
'''Node Description and Purpose:''' The Alpine Fractal Shader is an alternative terrain shape shader that creates a more natural, eroded-looking mountainous terrain shape than the basic Power Fractal. Unlike a heightfield erosion effect, the Alpine Fractal Shader is procedural so it retains the detail benefits of procedural terrains, as well as the ability for global coverage. This shader is more demanding to render than the Power Fractal.<br />
<br />
Note: Version 2 of the Alpine Shader includes some bug fixes and adjustments that changed the output. Version 1 is maintained for compatibility with older projects; Version 2 should be used for all newer projects.<br />
<br />
<br />
<br />
'''Example Movies'''<br />
<br />
{|<br />
|-<br />
|<br />
Feature scale<br /><br />
[[File:FeatureScaleAlpin.gif]]<br />
|<br />
Lead-in octaves<br /><br />
[[File:LeadInOct.gif]]<br />
|<br />
Lead-in octaves 2<br /><br />
[[File:LeadInOct_2.gif]]<br />
|-<br />
|<br />
Smalest scale<br /><br />
[[File:SmalestScale.gif]]<br />
|<br />
Displacement amplitude<br /><br />
[[File:Displacement.gif ]]<br />
|<br />
Displacement offset<br /><br />
[[File:offsetAlpin.gif]]<br />
|}<br />
<br />
==Additional tabs for Alpine Fractal Shader v2==<br />
<br />
* [[Alpine Fractal Shader v2 - Settings Tab]]<br />
<br />
[[Category:Displacement Shader]]</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:SmalestScale.gif&diff=6898File:SmalestScale.gif2014-11-15T15:21:25Z<p>Russe166: Effect of Alpin Smalest scale</p>
<hr />
<div>Effect of Alpin Smalest scale</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:OffsetAlpin.gif&diff=6897File:OffsetAlpin.gif2014-11-15T15:20:47Z<p>Russe166: Effect of Alpin Displacement offset</p>
<hr />
<div>Effect of Alpin Displacement offset</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:LeadInOct_2.gif&diff=6896File:LeadInOct 2.gif2014-11-15T15:20:01Z<p>Russe166: Effect of Apin Lead-in octaves great altitude</p>
<hr />
<div>Effect of Apin Lead-in octaves great altitude</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:LeadInOct.gif&diff=6895File:LeadInOct.gif2014-11-15T15:19:15Z<p>Russe166: Effect of alpin Lead-in octaves</p>
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<div>Effect of alpin Lead-in octaves</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:FeatureScaleAlpin.gif&diff=6894File:FeatureScaleAlpin.gif2014-11-15T15:17:17Z<p>Russe166: Effect of Alpin Feature scale</p>
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<div>Effect of Alpin Feature scale</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:Displacement.gif&diff=6893File:Displacement.gif2014-11-15T15:15:56Z<p>Russe166: Effect of Alpin Displacement amplitude</p>
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<div>Effect of Alpin Displacement amplitude</div>Russe166https://planetside.co.uk/wiki/index.php?title=Cloud_Layer_v2_-_Optimisation_Tab&diff=6892Cloud Layer v2 - Optimisation Tab2014-10-23T10:00:46Z<p>Russe166: </p>
<hr />
<div>[[Category:IMPORT]]<br />
='''Cloud Layer v2 - Optimisation Tab'''=<br />
<br />
[[Image:drex_module_138_6_image_0.png|465pxpx|Cloud Layer v2 - Optimisation Tab]]<br />
<br />
<br />
'''Example Movies'''<br />
<br />
{|<br />
|-<br />
|<br />
Acceleration cache<br /><br />
[[File:AccelerationCache.gif]]<br />
|<br />
Shadow map resolution<br /><br />
[[File:Shadowmapresolution.gif]]<br />
|<br />
Shadow map blur radius<br /><br />
[[File:Shadowmapblurradius.gif]]<br />
|-<br />
|<br />
Voxel buffer resolution<br /><br />
[[File:Voxelbuferresolution.gif]]<br />
|<br />
|}<br />
<br />
Back to: [[Cloud Layer v2]]<br />
__NOTOC__<br />
<!-- imported from file: module_138_6.html--></div>Russe166https://planetside.co.uk/wiki/index.php?title=File:Voxelbuferresolution.gif&diff=6891File:Voxelbuferresolution.gif2014-10-23T09:56:59Z<p>Russe166: Effect of Voxel buffer resolution</p>
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<div>Effect of Voxel buffer resolution</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:Shadowmapresolution.gif&diff=6890File:Shadowmapresolution.gif2014-10-23T09:55:47Z<p>Russe166: Effect of Shadow map resolution</p>
<hr />
<div>Effect of Shadow map resolution</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:Shadowmapblurradius.gif&diff=6889File:Shadowmapblurradius.gif2014-10-23T09:55:04Z<p>Russe166: Effect of Shadowmap blur radius</p>
<hr />
<div>Effect of Shadowmap blur radius</div>Russe166https://planetside.co.uk/wiki/index.php?title=Cloud_Layer_v2_-_Optimisation_Tab&diff=6888Cloud Layer v2 - Optimisation Tab2014-10-23T08:44:09Z<p>Russe166: </p>
<hr />
<div>[[Category:IMPORT]]<br />
='''Cloud Layer v2 - Optimisation Tab'''=<br />
<br />
[[Image:drex_module_138_6_image_0.png|465pxpx|Cloud Layer v2 - Optimisation Tab]]<br />
<br />
<br />
'''Example Movies'''<br />
<br />
{|<br />
|-<br />
|<br />
Acceleration cache<br /><br />
[[File:AccelerationCache.gif]]<br />
|}<br />
<br />
Back to: [[Cloud Layer v2]]<br />
__NOTOC__<br />
<!-- imported from file: module_138_6.html--></div>Russe166https://planetside.co.uk/wiki/index.php?title=File:AccelerationCache.gif&diff=6887File:AccelerationCache.gif2014-10-23T08:41:53Z<p>Russe166: Effect of Acceleration cache</p>
<hr />
<div>Effect of Acceleration cache</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:Drex_module_138_6_image_0.png&diff=6886File:Drex module 138 6 image 0.png2014-10-23T08:39:06Z<p>Russe166: uploaded a new version of &quot;File:Drex module 138 6 image 0.png&quot;</p>
<hr />
<div>jrfconvert import</div>Russe166https://planetside.co.uk/wiki/index.php?title=Strata_And_Outcrops_Shader_v2&diff=6880Strata And Outcrops Shader v22014-08-29T11:10:24Z<p>Russe166: </p>
<hr />
<div>[[Image:Strata-outcrops-v2.png|Strata and Outcrops Shader]]<br />
<br />
'''Node Description & Purpose: '''<br /> Displaces a surface to give the impression of hard layers of rock (strata). By using a blend shader, the hardness can be varied to give the impression of localised outcrops. <br /><br />'''Node Type: '''Surface shader (displacement).<br /> <br />'''Settings:'''<br /><br />
<br />
* '''Hard layer altitude '''<br /> The altitude (in metres) of the principal layer of hard rock. <br /><br /> 'Hard layer altitude' specifies the altitude of the top of one of the layers of hard rock. There will be additional hard layers spaced according to 'hard layer spacing', and many thinner layers that overlap the principal layers. <br /><br /> Parts of the surface that are below a hard layer may be steepened and raised to the altitude of the hard layer (either partially or completely). This will only happen to surfaces that are within a certain range of altitudes below the hard layer. That range is specified by 'hard layer depth'.<br />
* '''Hard layer depth '''<br /> The depth or thickness (in metres) of the principal layers of hard rock. <br /> The recommended value is about 1/4 of the 'hard layer spacing', because this allows room for plateau buildup. <br /><br /> 'Hard layer depth' specifies the thickness of each of the principal layers of hard rock. There are many hard layers, and some are thinner than the principal layers, but the thickness of the principal layers is specified by this 'hard layer depth' parameter.<br /><br />
* '''Hard layer steepness '''<br /> Controls the steepness, or hardness, of the hard layers of rock. <br /> Higher values give more extreme strata. <br /><br /> Parts of the surface that are within range of a hard layer will be made steeper so that they rise more quickly to the top of the hard layer. <br /><br /> If 'hard layer steepness' is 0, the layers will not be visible. With a value of 1, surfaces within the hard layer will be twice as steep as those outside. <br /><br /> With steeper surfaces, the plateaus above the hard layers will be larger.<br />
* '''Plateau buildup '''<br /> Controls the steepness of the material that builds up above each hard layer. <br /> Lower values give more extreme strata. <br /><br /> Parts of the surface that are above a hard layer, but outside the range of the next highest layer, are called 'plateaus' by this shader. <br /><br /> To make the plateaus completely flat, set 'plateau buildup' to 0. <br /><br /> A value of 1 (usually, but depending on settings) allows some of the original surface shape to be kept, and a ramp is formed between the edge of the plateau (the edge of the hard layer) and the bottom of the next highest layer of the same scale. <br /><br /> Values in between 0 and 1 create a more level ramp that only extends part way to the next hard layer of the same scale. Flatter plateaus give a more extreme look to the strata.<br />
* '''Hard layer spacing '''<br /> The altitude difference (in metres) between the principal layers of hard rock. <br /> The recommended value is about 4 times the 'hard layer depth', because this allows room for plateau buildup. <br /><br /> 'Hard layer spacing' specifies the altitude difference between the tops of each principal hard layer. There are many hard layers, and some are thinner than the principal layers and separated by a smaller distance. However the distance between the largest, principal layers is specified by this 'hard layer spacing' parameter.<br />
* '''Num octaves '''<br /> The number of 'octaves' (different scales) of hard layers. Higher values give finer details. <br /> Each octave adds layers that are twice as small (and twice as close together) as the octave before. <br /><br /> There are many hard layers of the principal scale. In addition, there are smaller scales to add detail, and the level of detail is controlled by the number of octaves, 'num octaves'. <br /><br /> Each octave adds an additional smaller scale, twice as small as the octave before. For example, 6 octaves means the finest layers are 32 times as thin and closely packed as the principal layers, and 8 octaves means the finest layers are 128 times as thin and closely packed as the principal layers.<br />
* '''Strata tilt direction '''<br /> The compass heading (in degrees) along which the layers tilt upwards. <br /> This parameter sets the direction, not the steepness. <br /><br /> The layers can be made to tilt, rather than being perfectly level. The tilt direction sets the angle along which the strata tilt upwards, ie. the direction you would walk if you were walking uphill along one of the hard layers of rock. <br /><br /> The actual steepness is controlled by the other parameter, 'strata tilt angle'.<br />
* '''Strata tilt angle '''<br /> The slope angle (in degrees) at which the layers tilt upwards. <br /> This parameter controls the steepness, not the direction. <br /><br /> The layers can be made to tilt, rather than being perfectly level. The tilt angle controls how steeply the strata tilt upwards. <br /><br /> To tilt the strata downwards, enter a negative value. This has the same effect as keeping a positive angle while adding or subtracting 180 degrees to the current 'strata tilt direction'.<br />
<br />
<br />
<br />
{|<br />
|<br />
Hard layer altitude<br /><br />
[[File:Hardlayeraltitude.gif]]<br />
|<br />
Hard layer altitude<br /><br />
[[File:Hardlayeraltitude2.gif]]<br />
|<br />
|-<br />
|<br />
Hard layer depth<br /><br />
[[File:Hardlayerdepth.gif]]<br />
|<br />
Hard layer depth<br /><br />
[[File:Hardlayerdepth2.gif]]<br />
|<br />
|-<br />
|<br />
Hard layer steepness<br /><br />
[[File:Hardlayersteepness3.gif]]<br />
|<br />
Hard layer steepness<br /><br />
[[File:Hardlayersteepness2.gif]]<br />
|<br />
|-<br />
|<br />
Plateau buildup<br /><br />
[[File:Plateaubuildup.gif]]<br />
|<br />
Plateau buildup<br /><br />
[[File:PlateauBuildup2.gif]]<br />
|<br />
|-<br />
|<br />
Hard layer spacing<br /><br />
[[File:HardLayerSpacing3.gif]]<br />
|<br />
Hard layer spacing<br /><br />
[[File:HardLayerSpacing2.gif]]<br />
|<br />
|-<br />
|<br />
Num octaves<br /><br />
[[File:Numoctaves.gif]]<br />
|<br />
Num octaves<br /><br />
[[File:Numoctaves2.gif]]<br />
|<br />
|-<br />
|<br />
Strata tilt direction<br /><br />
[[File:Stratatiltdirection.gif]]<br />
|<br />
Strata tilt direction<br /><br />
[[File:Stratatiltdirection2.gif]]<br />
|<br />
|-<br />
|<br />
Strata tilt angle<br /><br />
[[File:Stratatiltangle.gif]]<br />
|<br />
Strata tilt angle<br /><br />
[[File:Stratatiltangle2.gif]]<br />
|<br />
|}<br />
<br />
<br />
<!-- imported from file: module_161.html--><br />
<br />
[[Category:Displacement Shader]]</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:Numoctaves.gif&diff=6879File:Numoctaves.gif2014-08-29T11:08:52Z<p>Russe166: Effect of Num octaves</p>
<hr />
<div>Effect of Num octaves</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:Stratatiltangle.gif&diff=6878File:Stratatiltangle.gif2014-08-29T11:02:02Z<p>Russe166: Effect of Strata tilt angle</p>
<hr />
<div>Effect of Strata tilt angle</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:Stratatiltdirection.gif&diff=6877File:Stratatiltdirection.gif2014-08-29T10:56:58Z<p>Russe166: Effect of Strata tilt direction</p>
<hr />
<div>Effect of Strata tilt direction</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:Stratatiltdirection2.gif&diff=6876File:Stratatiltdirection2.gif2014-08-29T10:23:06Z<p>Russe166: effect of Strata tilt direction</p>
<hr />
<div>effect of Strata tilt direction</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:Stratatiltangle2.gif&diff=6875File:Stratatiltangle2.gif2014-08-29T10:19:26Z<p>Russe166: Effect of Strata tilt angle</p>
<hr />
<div>Effect of Strata tilt angle</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:Numoctaves2.gif&diff=6874File:Numoctaves2.gif2014-08-29T09:58:11Z<p>Russe166: Effect of Num octaves</p>
<hr />
<div>Effect of Num octaves</div>Russe166https://planetside.co.uk/wiki/index.php?title=Strata_And_Outcrops_Shader_v2&diff=6873Strata And Outcrops Shader v22014-08-29T09:46:11Z<p>Russe166: </p>
<hr />
<div>[[Image:Strata-outcrops-v2.png|Strata and Outcrops Shader]]<br />
<br />
'''Node Description & Purpose: '''<br /> Displaces a surface to give the impression of hard layers of rock (strata). By using a blend shader, the hardness can be varied to give the impression of localised outcrops. <br /><br />'''Node Type: '''Surface shader (displacement).<br /> <br />'''Settings:'''<br /><br />
<br />
* '''Hard layer altitude '''<br /> The altitude (in metres) of the principal layer of hard rock. <br /><br /> 'Hard layer altitude' specifies the altitude of the top of one of the layers of hard rock. There will be additional hard layers spaced according to 'hard layer spacing', and many thinner layers that overlap the principal layers. <br /><br /> Parts of the surface that are below a hard layer may be steepened and raised to the altitude of the hard layer (either partially or completely). This will only happen to surfaces that are within a certain range of altitudes below the hard layer. That range is specified by 'hard layer depth'.<br />
* '''Hard layer depth '''<br /> The depth or thickness (in metres) of the principal layers of hard rock. <br /> The recommended value is about 1/4 of the 'hard layer spacing', because this allows room for plateau buildup. <br /><br /> 'Hard layer depth' specifies the thickness of each of the principal layers of hard rock. There are many hard layers, and some are thinner than the principal layers, but the thickness of the principal layers is specified by this 'hard layer depth' parameter.<br /><br />
* '''Hard layer steepness '''<br /> Controls the steepness, or hardness, of the hard layers of rock. <br /> Higher values give more extreme strata. <br /><br /> Parts of the surface that are within range of a hard layer will be made steeper so that they rise more quickly to the top of the hard layer. <br /><br /> If 'hard layer steepness' is 0, the layers will not be visible. With a value of 1, surfaces within the hard layer will be twice as steep as those outside. <br /><br /> With steeper surfaces, the plateaus above the hard layers will be larger.<br />
* '''Plateau buildup '''<br /> Controls the steepness of the material that builds up above each hard layer. <br /> Lower values give more extreme strata. <br /><br /> Parts of the surface that are above a hard layer, but outside the range of the next highest layer, are called 'plateaus' by this shader. <br /><br /> To make the plateaus completely flat, set 'plateau buildup' to 0. <br /><br /> A value of 1 (usually, but depending on settings) allows some of the original surface shape to be kept, and a ramp is formed between the edge of the plateau (the edge of the hard layer) and the bottom of the next highest layer of the same scale. <br /><br /> Values in between 0 and 1 create a more level ramp that only extends part way to the next hard layer of the same scale. Flatter plateaus give a more extreme look to the strata.<br />
* '''Hard layer spacing '''<br /> The altitude difference (in metres) between the principal layers of hard rock. <br /> The recommended value is about 4 times the 'hard layer depth', because this allows room for plateau buildup. <br /><br /> 'Hard layer spacing' specifies the altitude difference between the tops of each principal hard layer. There are many hard layers, and some are thinner than the principal layers and separated by a smaller distance. However the distance between the largest, principal layers is specified by this 'hard layer spacing' parameter.<br />
* '''Num octaves '''<br /> The number of 'octaves' (different scales) of hard layers. Higher values give finer details. <br /> Each octave adds layers that are twice as small (and twice as close together) as the octave before. <br /><br /> There are many hard layers of the principal scale. In addition, there are smaller scales to add detail, and the level of detail is controlled by the number of octaves, 'num octaves'. <br /><br /> Each octave adds an additional smaller scale, twice as small as the octave before. For example, 6 octaves means the finest layers are 32 times as thin and closely packed as the principal layers, and 8 octaves means the finest layers are 128 times as thin and closely packed as the principal layers.<br />
* '''Strata tilt direction '''<br /> The compass heading (in degrees) along which the layers tilt upwards. <br /> This parameter sets the direction, not the steepness. <br /><br /> The layers can be made to tilt, rather than being perfectly level. The tilt direction sets the angle along which the strata tilt upwards, ie. the direction you would walk if you were walking uphill along one of the hard layers of rock. <br /><br /> The actual steepness is controlled by the other parameter, 'strata tilt angle'.<br />
* '''Strata tilt angle '''<br /> The slope angle (in degrees) at which the layers tilt upwards. <br /> This parameter controls the steepness, not the direction. <br /><br /> The layers can be made to tilt, rather than being perfectly level. The tilt angle controls how steeply the strata tilt upwards. <br /><br /> To tilt the strata downwards, enter a negative value. This has the same effect as keeping a positive angle while adding or subtracting 180 degrees to the current 'strata tilt direction'.<br />
<br />
<br />
{|<br />
|<br />
Hard layer altitude<br /><br />
[[File:Hardlayeraltitude.gif]]<br />
|<br />
Hard layer altitude<br /><br />
[[File:Hardlayeraltitude2.gif]]<br />
|<br />
|-<br />
|<br />
Hard layer depth<br /><br />
[[File:Hardlayerdepth.gif]]<br />
|<br />
Hard layer depth<br /><br />
[[File:Hardlayerdepth2.gif]]<br />
|<br />
|-<br />
|<br />
Hard layer steepness<br /><br />
[[File:Hardlayersteepness3.gif]]<br />
|<br />
Hard layer steepness<br /><br />
[[File:Hardlayersteepness2.gif]]<br />
|<br />
|-<br />
|<br />
Plateau buildup<br /><br />
[[File:Plateaubuildup.gif]]<br />
|<br />
Plateau buildup<br /><br />
[[File:PlateauBuildup2.gif]]<br />
|<br />
|-<br />
|<br />
Hard layer spacing<br /><br />
[[File:HardLayerSpacing3.gif]]<br />
|<br />
Hard layer spacing<br /><br />
[[File:HardLayerSpacing2.gif]]<br />
|<br />
|}<br />
<br />
<br />
<!-- imported from file: module_161.html--><br />
<br />
[[Category:Displacement Shader]]</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:Hardlayersteepness2.gif&diff=6872File:Hardlayersteepness2.gif2014-08-29T09:45:03Z<p>Russe166: Effect of Hard layer steepness</p>
<hr />
<div>Effect of Hard layer steepness</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:Plateaubuildup.gif&diff=6871File:Plateaubuildup.gif2014-08-28T16:34:28Z<p>Russe166: uploaded a new version of &quot;File:Plateaubuildup.gif&quot;</p>
<hr />
<div>Effect of Plateau buildup</div>Russe166https://planetside.co.uk/wiki/index.php?title=Strata_And_Outcrops_Shader_v2&diff=6870Strata And Outcrops Shader v22014-08-28T16:26:30Z<p>Russe166: </p>
<hr />
<div>[[Image:Strata-outcrops-v2.png|Strata and Outcrops Shader]]<br />
<br />
'''Node Description & Purpose: '''<br /> Displaces a surface to give the impression of hard layers of rock (strata). By using a blend shader, the hardness can be varied to give the impression of localised outcrops. <br /><br />'''Node Type: '''Surface shader (displacement).<br /> <br />'''Settings:'''<br /><br />
<br />
* '''Hard layer altitude '''<br /> The altitude (in metres) of the principal layer of hard rock. <br /><br /> 'Hard layer altitude' specifies the altitude of the top of one of the layers of hard rock. There will be additional hard layers spaced according to 'hard layer spacing', and many thinner layers that overlap the principal layers. <br /><br /> Parts of the surface that are below a hard layer may be steepened and raised to the altitude of the hard layer (either partially or completely). This will only happen to surfaces that are within a certain range of altitudes below the hard layer. That range is specified by 'hard layer depth'.<br />
* '''Hard layer depth '''<br /> The depth or thickness (in metres) of the principal layers of hard rock. <br /> The recommended value is about 1/4 of the 'hard layer spacing', because this allows room for plateau buildup. <br /><br /> 'Hard layer depth' specifies the thickness of each of the principal layers of hard rock. There are many hard layers, and some are thinner than the principal layers, but the thickness of the principal layers is specified by this 'hard layer depth' parameter.<br /><br />
* '''Hard layer steepness '''<br /> Controls the steepness, or hardness, of the hard layers of rock. <br /> Higher values give more extreme strata. <br /><br /> Parts of the surface that are within range of a hard layer will be made steeper so that they rise more quickly to the top of the hard layer. <br /><br /> If 'hard layer steepness' is 0, the layers will not be visible. With a value of 1, surfaces within the hard layer will be twice as steep as those outside. <br /><br /> With steeper surfaces, the plateaus above the hard layers will be larger.<br />
* '''Plateau buildup '''<br /> Controls the steepness of the material that builds up above each hard layer. <br /> Lower values give more extreme strata. <br /><br /> Parts of the surface that are above a hard layer, but outside the range of the next highest layer, are called 'plateaus' by this shader. <br /><br /> To make the plateaus completely flat, set 'plateau buildup' to 0. <br /><br /> A value of 1 (usually, but depending on settings) allows some of the original surface shape to be kept, and a ramp is formed between the edge of the plateau (the edge of the hard layer) and the bottom of the next highest layer of the same scale. <br /><br /> Values in between 0 and 1 create a more level ramp that only extends part way to the next hard layer of the same scale. Flatter plateaus give a more extreme look to the strata.<br />
* '''Hard layer spacing '''<br /> The altitude difference (in metres) between the principal layers of hard rock. <br /> The recommended value is about 4 times the 'hard layer depth', because this allows room for plateau buildup. <br /><br /> 'Hard layer spacing' specifies the altitude difference between the tops of each principal hard layer. There are many hard layers, and some are thinner than the principal layers and separated by a smaller distance. However the distance between the largest, principal layers is specified by this 'hard layer spacing' parameter.<br />
* '''Num octaves '''<br /> The number of 'octaves' (different scales) of hard layers. Higher values give finer details. <br /> Each octave adds layers that are twice as small (and twice as close together) as the octave before. <br /><br /> There are many hard layers of the principal scale. In addition, there are smaller scales to add detail, and the level of detail is controlled by the number of octaves, 'num octaves'. <br /><br /> Each octave adds an additional smaller scale, twice as small as the octave before. For example, 6 octaves means the finest layers are 32 times as thin and closely packed as the principal layers, and 8 octaves means the finest layers are 128 times as thin and closely packed as the principal layers.<br />
* '''Strata tilt direction '''<br /> The compass heading (in degrees) along which the layers tilt upwards. <br /> This parameter sets the direction, not the steepness. <br /><br /> The layers can be made to tilt, rather than being perfectly level. The tilt direction sets the angle along which the strata tilt upwards, ie. the direction you would walk if you were walking uphill along one of the hard layers of rock. <br /><br /> The actual steepness is controlled by the other parameter, 'strata tilt angle'.<br />
* '''Strata tilt angle '''<br /> The slope angle (in degrees) at which the layers tilt upwards. <br /> This parameter controls the steepness, not the direction. <br /><br /> The layers can be made to tilt, rather than being perfectly level. The tilt angle controls how steeply the strata tilt upwards. <br /><br /> To tilt the strata downwards, enter a negative value. This has the same effect as keeping a positive angle while adding or subtracting 180 degrees to the current 'strata tilt direction'.<br />
<br />
<br />
{|<br />
|<br />
Hard layer altitude<br /><br />
[[File:Hardlayeraltitude.gif]]<br />
|<br />
Hard layer altitude<br /><br />
[[File:Hardlayeraltitude2.gif]]<br />
|<br />
|-<br />
|<br />
Hard layer depth<br /><br />
[[File:Hardlayerdepth.gif]]<br />
|<br />
Hard layer depth<br /><br />
[[File:Hardlayerdepth2.gif]]<br />
|<br />
|-<br />
|<br />
Hard layer steepness<br /><br />
[[File:Hardlayersteepness3.gif]]<br />
|<br />
Hard layer steepness<br /><br />
[[File:Hardlayersteepness.gif]]<br />
|<br />
|-<br />
|<br />
Plateau buildup<br /><br />
[[File:Plateaubuildup.gif]]<br />
|<br />
Plateau buildup<br /><br />
[[File:PlateauBuildup2.gif]]<br />
|<br />
|-<br />
|<br />
Hard layer spacing<br /><br />
[[File:HardLayerSpacing3.gif]]<br />
|<br />
Hard layer spacing<br /><br />
[[File:HardLayerSpacing2.gif]]<br />
|<br />
|}<br />
<br />
<!-- imported from file: module_161.html--><br />
<br />
[[Category:Displacement Shader]]</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:Hardlayersteepness3.gif&diff=6869File:Hardlayersteepness3.gif2014-08-28T16:23:09Z<p>Russe166: Effect of Hard layer steepness</p>
<hr />
<div>Effect of Hard layer steepness</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:Hardlayerdepth.gif&diff=6868File:Hardlayerdepth.gif2014-08-28T16:08:45Z<p>Russe166: uploaded a new version of &quot;File:Hardlayerdepth.gif&quot;</p>
<hr />
<div>Effect of Hard layer depth</div>Russe166https://planetside.co.uk/wiki/index.php?title=File:Hardlayeraltitude.gif&diff=6867File:Hardlayeraltitude.gif2014-08-28T15:58:49Z<p>Russe166: uploaded a new version of &quot;File:Hardlayeraltitude.gif&quot;</p>
<hr />
<div>Effect of Hard layer altitude</div>Russe166https://planetside.co.uk/wiki/index.php?title=Strata_And_Outcrops_Shader_v2&diff=6866Strata And Outcrops Shader v22014-08-28T15:46:27Z<p>Russe166: </p>
<hr />
<div>[[Image:Strata-outcrops-v2.png|Strata and Outcrops Shader]]<br />
<br />
'''Node Description & Purpose: '''<br /> Displaces a surface to give the impression of hard layers of rock (strata). By using a blend shader, the hardness can be varied to give the impression of localised outcrops. <br /><br />'''Node Type: '''Surface shader (displacement).<br /> <br />'''Settings:'''<br /><br />
<br />
* '''Hard layer altitude '''<br /> The altitude (in metres) of the principal layer of hard rock. <br /><br /> 'Hard layer altitude' specifies the altitude of the top of one of the layers of hard rock. There will be additional hard layers spaced according to 'hard layer spacing', and many thinner layers that overlap the principal layers. <br /><br /> Parts of the surface that are below a hard layer may be steepened and raised to the altitude of the hard layer (either partially or completely). This will only happen to surfaces that are within a certain range of altitudes below the hard layer. That range is specified by 'hard layer depth'.<br />
* '''Hard layer depth '''<br /> The depth or thickness (in metres) of the principal layers of hard rock. <br /> The recommended value is about 1/4 of the 'hard layer spacing', because this allows room for plateau buildup. <br /><br /> 'Hard layer depth' specifies the thickness of each of the principal layers of hard rock. There are many hard layers, and some are thinner than the principal layers, but the thickness of the principal layers is specified by this 'hard layer depth' parameter.<br /><br />
* '''Hard layer steepness '''<br /> Controls the steepness, or hardness, of the hard layers of rock. <br /> Higher values give more extreme strata. <br /><br /> Parts of the surface that are within range of a hard layer will be made steeper so that they rise more quickly to the top of the hard layer. <br /><br /> If 'hard layer steepness' is 0, the layers will not be visible. With a value of 1, surfaces within the hard layer will be twice as steep as those outside. <br /><br /> With steeper surfaces, the plateaus above the hard layers will be larger.<br />
* '''Plateau buildup '''<br /> Controls the steepness of the material that builds up above each hard layer. <br /> Lower values give more extreme strata. <br /><br /> Parts of the surface that are above a hard layer, but outside the range of the next highest layer, are called 'plateaus' by this shader. <br /><br /> To make the plateaus completely flat, set 'plateau buildup' to 0. <br /><br /> A value of 1 (usually, but depending on settings) allows some of the original surface shape to be kept, and a ramp is formed between the edge of the plateau (the edge of the hard layer) and the bottom of the next highest layer of the same scale. <br /><br /> Values in between 0 and 1 create a more level ramp that only extends part way to the next hard layer of the same scale. Flatter plateaus give a more extreme look to the strata.<br />
* '''Hard layer spacing '''<br /> The altitude difference (in metres) between the principal layers of hard rock. <br /> The recommended value is about 4 times the 'hard layer depth', because this allows room for plateau buildup. <br /><br /> 'Hard layer spacing' specifies the altitude difference between the tops of each principal hard layer. There are many hard layers, and some are thinner than the principal layers and separated by a smaller distance. However the distance between the largest, principal layers is specified by this 'hard layer spacing' parameter.<br />
* '''Num octaves '''<br /> The number of 'octaves' (different scales) of hard layers. Higher values give finer details. <br /> Each octave adds layers that are twice as small (and twice as close together) as the octave before. <br /><br /> There are many hard layers of the principal scale. In addition, there are smaller scales to add detail, and the level of detail is controlled by the number of octaves, 'num octaves'. <br /><br /> Each octave adds an additional smaller scale, twice as small as the octave before. For example, 6 octaves means the finest layers are 32 times as thin and closely packed as the principal layers, and 8 octaves means the finest layers are 128 times as thin and closely packed as the principal layers.<br />
* '''Strata tilt direction '''<br /> The compass heading (in degrees) along which the layers tilt upwards. <br /> This parameter sets the direction, not the steepness. <br /><br /> The layers can be made to tilt, rather than being perfectly level. The tilt direction sets the angle along which the strata tilt upwards, ie. the direction you would walk if you were walking uphill along one of the hard layers of rock. <br /><br /> The actual steepness is controlled by the other parameter, 'strata tilt angle'.<br />
* '''Strata tilt angle '''<br /> The slope angle (in degrees) at which the layers tilt upwards. <br /> This parameter controls the steepness, not the direction. <br /><br /> The layers can be made to tilt, rather than being perfectly level. The tilt angle controls how steeply the strata tilt upwards. <br /><br /> To tilt the strata downwards, enter a negative value. This has the same effect as keeping a positive angle while adding or subtracting 180 degrees to the current 'strata tilt direction'.<br />
<br />
<br />
{|<br />
|<br />
Hard layer altitude<br /><br />
[[File:Hardlayeraltitude.gif]]<br />
|<br />
Hard layer altitude<br /><br />
[[File:Hardlayeraltitude2.gif]]<br />
|<br />
|-<br />
|<br />
Hard layer depth<br /><br />
[[File:Hardlayerdepth.gif]]<br />
|<br />
Hard layer depth<br /><br />
[[File:Hardlayerdepth2.gif]]<br />
|<br />
|-<br />
|<br />
Plateau buildup<br /><br />
[[File:Plateaubuildup.gif]]<br />
|<br />
Plateau buildup<br /><br />
[[File:PlateauBuildup2.gif]]<br />
|<br />
|-<br />
|<br />
Hard layer spacing<br /><br />
[[File:HardLayerSpacing3.gif]]<br />
|<br />
Hard layer spacing<br /><br />
[[File:HardLayerSpacing2.gif]]<br />
|<br />
|}<br />
<br />
<!-- imported from file: module_161.html--><br />
<br />
[[Category:Displacement Shader]]</div>Russe166