Difference between revisions of "Terragen 4 User Guide Part 2: Fundamental Rendering and Shader Concepts"
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===[[Terragen_2_Global_Illumination|Global Illumination]]=== | ===[[Terragen_2_Global_Illumination|Global Illumination]]=== | ||
− | This [[Terragen_2_Global_Illumination|Global Illumination|document]] from the Terragen 2 Reference explains global illumination (GI) and how it works in | + | This [[Terragen_2_Global_Illumination|Global Illumination|document]] from the Terragen 2 Reference explains global illumination (GI) and how it works in TG. |
+ | |||
+ | ===[[Procedural Data]]=== | ||
+ | This [[Procedural Data|page]] talks about what procedural data is, how TG uses it and how it compares to static data. | ||
===[[Rendering Methods]]=== | ===[[Rendering Methods]]=== |
Revision as of 22:12, 15 January 2013
This part of the User Guide explains some of the fundamental concepts used for rendering and by shaders in Terragen 2.
Displacement[edit]
The Displacement page explains displacement.
Global Illumination[edit]
This Global Illumination|document from the Terragen 2 Reference explains global illumination (GI) and how it works in TG.
Procedural Data[edit]
This page talks about what procedural data is, how TG uses it and how it compares to static data.
Rendering Methods[edit]
This page discusses the two rendering methods TG uses - micropolygon rendering and raytracing.
Translucency[edit]
This page explains the translucency effect available in several shaders.
Literally, to change the position of something. In graphics terminology to displace a surface is to modify its geometric (3D) structure using reference data of some kind. For example, a grayscale image might be taken as input, with black areas indicating no displacement of the surface, and white indicating maximum displacement. In Terragen 2 displacement is used to create all terrain by taking heightfield or procedural data as input and using it to displace the normally flat sphere of the planet.