Procedural texturing: Difference between revisions

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The <b><overlay_density></b> determines how much overlay objects there will be (technically, it's a bias for the Perlin noise) - a high density will give a nearly closed layer, a low density instead only a few objects far and between. Finally, the <b><overlay_scale></b> is a parameter used to stretch the noise pattern horizontally. By default, the pattern is around 1-2 m scale, setting the parameter e.g. to 5 will stretch this horizontally to 5-10 m (while leaving the vertical height constant).
The <b><overlay_density></b> determines how much overlay objects there will be (technically, it's a bias for the Perlin noise) - a high density will give a nearly closed layer, a low density instead only a few objects far and between. Finally, the <b><overlay_scale></b> is a parameter used to stretch the noise pattern horizontally. By default, the pattern is around 1-2 m scale, setting the parameter e.g. to 5 will stretch this horizontally to 5-10 m (while leaving the vertical height constant).
The overlay layer is fully interfaced with pixel-post-processing (see below). It is automatically submerged in snow based on altitude information and the simulated snow level, but the shader can not know whether a structure is supposed to be rock or vegetation, thus to participate in autumn coloring, the <b><overlay_autumn_flag></b> needs to be set.
A nice shading effect bringing out the 3d structure better (a cheap version of ambient occlusion basically) can be achieved by setting <b><overlay_brightness_top></b> and <b><overlay_brightness_bottom></b> to different values (these are multiplies for the base texture color). What the best values should be really depends on the texture that is used.
The secondary layer shares most properties with the primary layer. It needs to be activated using <b><overlay_secondary_flag></b> and it is possible to give it a different apparent hardness and density using <b><overlay_secondary_hardness></b> and <b><overlay_secondary_density></b>. Since the secondary layer utilizes <i> the same</i> Perlin noise generated for the primary layer, the two layers can not generate overlapping structures by constructions (thus, no 'bush' and merge with a 'rock'). That also means that a secondary layer with texture and parameters identical to the primary layer can be declared to generate an extra-dense layer. Generally though secondary layers should be used with care.


=== Pixel color postprocessing ===
=== Pixel color postprocessing ===
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