Procedural texturing: Difference between revisions

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[[File:tiling_example.jpg|300px|center|Base Texture]]
[[File:tiling_example.jpg|300px|center|Base Texture]]


The base texture can take one parameter, the intrinsic wetness. If the quality level of the shader supports it, this will make the texture appear wet and add sparkling specular reflections to the terrain even if the surrounding terrain is dry.  
The base texture can take some additional parameters. The first is intrinsic wetness. If the quality level of the shader supports it, this will make the texture appear wet and add sparkling specular reflections to the terrain even if the surrounding terrain is dry. The dust resistance acts in the opposite way, it is intended for irrigated terrain in desert areas and is a multiplier for the dust effect, i.e. a value of 0.0 will make a landclass completely impervious to dust. Finally, rock strata represents an integer flag whether a stratified pattern will be drawn on vertical surfaces or not. 


* declaration:
* declaration:
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  <parameters>
  <parameters>
   <intrinsic_wetness>0.0</intrinsic_wetness>
   <intrinsic_wetness>0.0</intrinsic_wetness>
  <dust_resistance>1.0</dust_resistance>
  <rock_strata>0</rock_strata>
  </parameters>
  </parameters>


The default value is zero, the parameter can range from 0 (dry) to 1 (very wet, lots of open water).
The default value of intrinsic wetness is zero, the parameter can range from 0 (dry) to 1 (very wet, lots of open water). The defaul value of duse resistance is one, and the parameter can range from 1 (gets dusty like everything else) to 0 (impervious to dust).


==== The overlay texture ====
==== The overlay texture ====
1,360

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