DEPRECATED. This shader is unsupported, but it may still get installed with Softimage to provide compatibility with older scenes that
use it. It is recommended that you replace unsupported shaders in your scenes with equivalent shaders from the current Softimage
shader library.
| Cloud | Ground | Environment Horizon Map
Material (Soft3D)
Output: Color (RGB) value
Creates an environment that consists of an infinitely stretching texture-mapped sky with a similar infinitely stretching texture-mapped
ground parallel to it.
You can make very convincing outdoor desolation effects using this shader. You can change the sky and the ground colors, and
place and blend the texture map in a variety of ways. You can generate clouds using a fractal function that you can animate
to simulate convincing moving sky effects.
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The shader's name. Enter any name you like, or leave the default.
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Sky
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The base color of the sky directly overhead.
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The color of the sky at the horizon.
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The bias between Horizon and Zenith color. A value greater than 0.5 results in the sky color being more inclined to the Zenith
color than the Horizon color and vice versa.
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The rotation of the sky around the center of the zenith.
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Cloud
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The color of the clouds. Mars has red ones, we like white ones... unless you live in the UK, then you want gray.
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There are no clouds below this angle. The angle is measured positive from the horizon towards the zenith, in degrees. This
parameter may be used to reduce aliasing problems should they arise on the horizon.
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Controls how much the clouds have diffused in the sky. A high value will essentially result in thin clouds, but a low value
will give the appearance of thick clouds. This parameter, in conjunction with the Cloud Limit, can be used to simulate atmospheric
haze.
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Here, Width and Depth control the offset in the cloud texture in the X and Z directions respectively. If the clouds are to
move in a general direction (due to heavy winds in the troposphere, presumably) these are the values to animate.
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Defines the cloud fractal's amplitude. Note that this is only the amplitude of the first iteration and successive iterations
may raise the local amplitude further.
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The amplitude decay of the fractal iterations. It is defined as the ratio of the amplitudes of two successive iterations.
If it is less than 1, successive iterations will have decreasing amplitude; if it is greater than 1, they will increase in
amplitude and the fractal will become unbounded.
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Clouds are soft so few iterations are necessary.
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Creates a more turbulent-looking cloud fractal.
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If checked, the clouds become animatable with the time parameter.
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Only enabled once you check the Animate option. Defines the speed of the animation.
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Transformations
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The clouds are placed on the planet using a lollypop mapping. This means that there will be stretching and a seam at the South
pole (negative Y direction). Scaling is in km for convenience, so that a scaling of 1 will give the clouds largest features
1 km diameter.
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Rotates the fractal. This can be useful to eliminate visual artifacts due to repetitiveness in the fractal.
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Offsets the cloud fractal. This can be animated to produce a wind effect.
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Ground
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When this box is checked, the ground is just a mirror image of the ceiling.
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Uses the intensity of the color in the texture file to determine the blend.
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Uses the alpha channel of the texture file to determine the blend.
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No blending. The texture dominates.
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Causes the texture to do some additional calculations for the ground to allow it to be at a finite distance. In fact, the
ground is placed at the Y position 0. This allows objects to change appearance as they move along the ground. Also, the effect
of Ground Limit and Ground Diffuse change, and only the Ground Horizon color is used as a background color to the texture.
Otherwise, both the sky and the ground are infinitely far away in all directions so that translations have no effect.
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Defines the color of the ground center, directly below you or the camera.
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Defines the color of the ground nearest to the horizon.
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The bias between the Base Color and the Horizon Color.
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There is no texture displayed in the angular sector which this value defines. The angle is measured positive from the horizon
towards the base, in degrees. When "Real Ground" is selected however, this limit is not in degrees but in units of "distance."
This is a product of the distance to the point on the texture and how obliquely the ray strikes the texture. So, if the texture
is either far away, or viewed at an oblique angle, or both, it is "distant." In this case, try values of 500 to 1000 to start
with.
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Increasing this value blends the area outside the Ground Limit into the ground texture, producing a smooth transition between
them. Essentially, the base ground color is allowed to exponentially diffuse into the texture. This gives the texture a hazy
appearance as it approaches the horizon. When "Real Ground" is on, the effect is slightly different. Then this value specifies
the number of units of "distance" over which the Ground Horizon color blends into the ground texture.
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Transformations
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Width and Depth determine the scaling of the Ground Texture in the X and Z directions respectively. High values stretch the
texture while smaller ones make the texture repeat more often.
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Rotates the X and Y direction.
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Here Width and Depth control the offset in the Ground Texture in the X and Z directions, respectively.
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