Get Point

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Revision as of 01:01, 20 December 2025 by Redmaw (talk | contribs) (Repo descriptions to proper Point Space option)
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Get Point node

Overview[edit]

The Get Point node provides the position of the current Render State in texture, object, or world space coordinates.

The Render State is affected by any shaders which were called before this function is called, among other things. The position is the current point on/in the surface/volume being rendered or sampled.

The input connection is not used by this node (consistent with all Get nodes).


Settings:

  • Name: This setting allows you to apply a descriptive name to the node, which can be helpful when using multiple Get Point nodes in a project.
  • Enable: When checked, the node is active, and when unchecked the node is ignored.
  • Point space: This popup has 8 options which allow you to choose the coordinate space for the node's output.
    Point Space options

    Texture, transformable:
    Texture, undisplaced:
    Object, context-dependent:

    When used in the context of displacement, for example in a function network that feeds a displacement shader, the position depends on where the node is connected with respect to other displacement shaders. This is because displacement shaders modify position immediately.
    When used in the context of providing colour and lighting to a surface, for example in a function network that feeds a shader's colour or luminosity, the position is always the "final position" after all displacement. This is because all displacements are performed before any shader's colour and lighting is calculated.

    Object, undisplaced:
    Object, sticky:
    World, context-dependent:

    When used in the context of displacement, for example in a function network that feeds a displacement shader, the position depends on where the node is connected with respect to other displacement shaders. This is because displacement shaders modify position immediately.
    When used in the context of providing colour and lighting to a surface, for example in a function network that feeds a shader's colour or luminosity, the position is always the "final position" after all displacement. This is because all displacements are performed before any shader's colour and lighting is calculated.

    World, undisplaced:
    World, sticky:


A single object or device in the node network which generates or modifies data and may accept input data or create output data or both, depending on its function. Nodes usually have their own settings which control the data they create or how they modify data passing through them. Nodes are connected together in a network to perform work in a network-based user interface. In Terragen 2 nodes are connected together to describe a scene.

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.

A shader is a program or set of instructions used in 3D computer graphics to determine the final surface properties of an object or image. This can include arbitrarily complex descriptions of light absorption and diffusion, texture mapping, reflection and refraction, shadowing, surface displacement and post-processing effects. In Terragen 2 shaders are used to construct and modify almost every element of a scene.