Terrain

 
 
 

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.

Name

The shader's name. Enter any name you like, or leave the default.

Coordinates

Defines the U, V, and Z texture coordinates of the texture.

Snow Color

Defines the snow color (mountain caps), which is defined as the highest region.

Snow-Rock Boundary

Defines the height of the region between the snow (high) and rock (middle) regions.

Rock Color

Defines the rock color, which is defined as the area between the snow and grass.

Rock-Grass Boundary

Defines the height of the boundary between the rock (middle) and grass (low) regions.

Grass Color

Defines the grass color, which is defined as the lowest regions.

Boundary Blend

Controls how much the colors between regions blend with each other.

Boundary Ruggedness

Controls the ruggedness between each region.

Ratio

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.

Iterations

Defines the number of iterations used to define the fractal.

Amplitude

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.

Ruggedness

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.

U, V Frequency

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.