Visualise Tex Coords

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Visualise Tex Coords

Overview[edit]

The Visualise tex coords shader gives an RGB representation of the 3D vector of the texture coordinates. The R value of the colour is the X component, G is Y, and B is Z. The texture coordinates are remapped into the visible range 0 to 1.

UV coordinates from imported geometry usually range from 0 to 1 and only occupy X and Y, therefore blue is usually 0. But if applied to terrain or other procedural objects, tex coords are XYZ. There is a repeat option for the texture coordinates because they are not limited to just the 0 to 1 range on procedural objects; this option causes the values to repeat within the 0-1 range.


Settings:

    • Name: This setting allows you to apply a descriptive name to the node, which can be helpful when using multiple Visualise tex coords nodes in a project.
    • Enable: When checked, the node is active and the settings below will affect the surface. When unchecked, the node is ignored.
    • Diffuse: When checked, the surface of the object or terrain is treated as diffuse. The lights within the project will illuminate it according to their position and rotation, and if “Do shadows” is enabled in the Renderer, shadows cast by these light sources will be visible on the surface.
      The Visualise tex coords node applied to ground and uv mapped cube object.  Enable unchecked.
      The Visualise tex coords node applied to ground and uv mapped cube object.  Enable checked.
      The red channel or X axis of the ground and uv mapped cube object with the Visualise tex coords node enabled.
      The green channel or Y axis of the ground and uv mapped cube object with the Visualise tex coords node enabled.
      The blue channel or Z axis of the ground and uv mapped cube object with the Visualise tex coords node enabled.
      The Visualise tex coords node applied to procedural terrain.  Enable unchecked.
      The Visualise tex coords node applied to procedural terrain.  Enable checked.
      Texture coordinates along the X axis are remapped between 0 and 1 in the Red channel.
      Texture coordinates along the Y axis are remapped between 0 and 1 in the Green channel.
      Texture coordinates along the Z axis are remapped between 0 and 1 in the Blue channel.


    • Luminous: When checked, the surface of the object or terrain is treated as fully luminous. The lights within the project do not affect the surface.
      The Visualise tex coords node applied to ground and uv mapped cube object.  Enable unchecked.
      The Visualise tex coords node applied to ground and uv mapped cube object.  Enable checked.
      The red channel or X axis of the ground and uv mapped cube object with the Visualise tex coords node enabled.
      The green channel or Y axis of the ground and uv mapped cube object with the Visualise tex coords node enabled.
      The blue channel or Z axis of the ground and uv mapped cube object with the Visualise tex coords node enabled.
      The Visualise tex coords node applied to procedural terrain.  Enable unchecked.
      The Visualise tex coords node applied to procedural terrain.  Enable checked.
      Texture coordinates along the X axis are remapped between 0 and 1 in the Red channel.
      Texture coordinates along the Y axis are remapped between 0 and 1 in the Green channel.
      Texture coordinates along the Z axis are remapped between 0 and 1 in the Blue channel.


    • Repeat: When checked, the texture coordinate values of a procedural object, such as the terrain, will repeat within the 0 - 1 range.
      The Visualise tex coords node applied to ground and uv mapped cube object.  Repeat checked.
      Repeat checked.  The texture coordinates along the X axis are remapped between 0 and 1 in the Red channel.
      Repeat checked.  The texture coordinates along the Y axis are remapped between 0 and 1 in the Green channel.
      Repeat checked.  Texture coordinates along the Z axis are remapped between 0 and 1 in the Blue channel.
      The Visualise tex coords node applied to ground and uv mapped cube object.  Repeat checked.
      Repeat checked.  The texture coordinates along the X axis are remapped between 0 and 1 in the Red channel.
      Repeat checked.  The texture coordinates along the Y axis are remapped between 0 and 1 in the Green channel.
      Repeat checked.  Texture coordinates along the Z axis are remapped between 0 and 1 in the Blue channel.



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.

A vector is a set of three scalars, normally representing X, Y and Z coordinates. It also commonly represents rotation, where the values are pitch, heading and bank.

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.