| Texture | Terrain | Advanced | Render Tree Usage
Uses a fractal to create a realistic landscape, complete with snow, mountains, and grass. Each color can be changed to simulate a different terrain. To create lakes and other landscape effects, use flat surfaces that intersect with the displacement-mapped terrain.
Selects the texture projection to use. See Specifying a Texture Projection [Texturing].
Type |
The algorithm for the pattern:
|
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 higher 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. This parameter only applies to the amplitude of the first iteration; successive iterations may raise the amplitude further. |
Ruggedness |
Controls the overall ruggedness of the landscape. Low values result in a terrain with smooth values; high values create a more jagged and treacherous landscape. |
U, V Frequency |
Defines the frequency of the fractal in the U and V directions. |
All the grass/snow/rock Color parameters can be connected to other textures or image processing shaders. A texture's scalar parameters can be altered to create interesting effects by applying Texture Generator shaders to them. For example, the Bump factor can be controlled with the Fractal Texture Generator shader.
A texture shader has seemingly limitless capabilities in a render tree. It can texture an object, be used as a camera or light projection, define bump or displacement maps, or be blended with any number of other textures to create any effect.