| Cloud
Category: Texture Generators
Shader Family: Texture
Output: Color
Uses a fractal to create a realistic landscape complete with snow, mountains, and grass. The texture generation is based on
a coordinate input. Each color can be changed to simulate a different terrain; however, to create lakes and other landscape
effects, use flat surfaces that intersect with the displacement-mapped terrain.
|
The shader's name. Enter any name you like, or leave the default.
|
|
Defines the U, V, and Z texture coordinates of the texture.
|
|
Defines the snow color (mountain caps), which is defined as the highest region.
|
|
Defines the height of the region between the snow (high) and rock (middle) regions.
|
|
Defines the rock color, which is defined as the area between the snow and grass.
|
|
Defines the height of the boundary between the rock (middle) and grass (low) regions.
|
|
Defines the grass color, which is defined as the lowest regions.
|
|
Controls how much the colors between regions blend with each other.
|
|
Controls the ruggedness between each region.
|
|
Defines the amplitude of the successive iterations relative to the current one. For values less than 1, successive iterations have a lower amplitude; for values greater than 1, the iterations have a greater amplitude and the fractal becomes unbounded.
|
|
Defines the number of iterations used to define the fractal.
|
|
Defines the base amplitude of the fractal used to calculate this texture. Applies only to the amplitude of the first iteration;
successive iterations may raise the amplitude more.
|
|
Controls the overall ruggedness of the landscape. A low value results in a terrain with smooth values; a high value creates a more jagged and treacherous landscape.
|
|
Defines the frequency of the fractal in the U and V directions. High values take longer to render.
|
Render Tree Usage
Use this shader to drive a parameter with a texture effect anywhere in a render tree. This shader generates a texture that
can be used as a color, a Weight value in a mixer shader, or to drive any Surface shader parameter.
Connect a Texture Space Controller shader to drive the Coordinate value of this shader.