Landscape

Landscape is a highly versatile shader that helps to map textures to terrain and other types of complex models in useful and natural ways, through attributes such as slope, height, image, and noise functions. For example, on a single piece of terrain geometry it could be used to create dusty pile-ups on plateau surfaces, exposed rock faces in steeper cliff-like areas, and water stains where the ground meets the sea. Especially useful in situations where the size or shape of an object makes handmade textures impractical.

Landscape works by blending a base color with an overlay color. The blending parameter is computed from one or more effects.


Effects

The artist controls Landscape by applying one or more different "effects". One such effect, Slope, piles a texture on flat surfaces, like snow piling on a plateau. Height behaves like a waterline. Two different noise generators, Shape Based and Positional, provide natural-looking irregularities. Stain allows the artist to confine a texture with the boundaries of another object. Image allows the Overlay Color's color or alpha-channel to influence its blending.

Landscape's real strength comes from allowing the artist to mix these effects. An example is mixing Slope and Height to give snow on high peaks. We'll explore mixing in detail later.


Parameters

Overall

Base Color and Overlay Color are mixed together by a blending parameter computed from one or more effects.

Blur controls the sharpness of the border between the opaque and transparent extremes of the alpha-channel. A value of 0 gives a sharp line, a value of 1 gives a very blurred line.

Most of the effects apply only on a vertical axis and are dependent on the height above the origin. Use Base Plane Normal and Base Plane Distance to specify the vertical axis direction and distance relative to the world coordinate system origin.

Relative to Object and Relative to World controls whether the positions and angles are measured relative to the world coordinate system or the object coordinate system. Relative to World is good in situations where several different objects need a texture to line up across all the objects. Relative to Object is useful when an object needs to move, and the texture must move with it. Also, by rotating the center in Relative to Object mode, effects can be applied at an angle other than the horizontal.

Slope Effect

The Slope Effect acts like snow piling on a plateau. Flatter areas receive an opaque alpha-channel while steep areas receive a transparent alpha-channel.

Active activates the slope effect.

Influence is used for mixing.

Upside Down reverses the direction of the effect, so that the alpha-channel is opaque in steep areas and and transparent in flat areas.

Angle specifies where the cutoff line is, (i.e. how steep the slope is before the snow begins falling off) measured in degrees from the XZ plane.

Height Effect

The Height Effect creates a horizontal line across the object; areas above the line receive an opaque alpha-channel, areas below receive a transparent alpha-channel.

Active activates the height effect.

Influence is used for mixing.

Upside Down reverses the direction, so that the alpha-channel is opaque below the height-line and transparent above it.

Height specifies the height of the dividing line; the line is measured either from the object's center or from the world center, according to the Relative to ... settings.

Spread tells how wide the area of effect should be, for blurring and mixing with other effects.

Positional Noise and Shape Based Noise

The two noise generators provide a way to insert randomness into the landscape. Positional Noise is the noise generator most people are familiar with; it is based upon the surface's absolute position in space. Unfortunately, the noise isn't affected by the shape of the surface, and so can sometimes produce an unnatural pattern.

Shape Based Noise helps alleviate this problem by using the shape exclusively as the seed for the noise. This means that as the surface dips and curves, Shape Based Noise will give variations that reflect the change. The drawback comes when two objects have the same shape, they will have the same noise; or when a surface is flat, it will receive no noise.

A good effect can often be achieved by mixing Positional and Shape Based noises.

Active activates the noise effects.

Influence is used for mixing.

Scale controls the size of the largest clumps of noise. For Positional Noise, Scale is measured in dimensional units. For Shape Based Noise, Scale is measured in degrees.

Roughness controls how jagged the edge of the noise is. A value of 0 gives a smooth edge, while a value of 1 gives a rough, speckled edge.

Coverage controls what percentage of the overall alpha-channel is opaque. A value of 0 gives 50% opaque areas, 50% transparent areas. Smaller values give less opaque ares, larger values give more opaque areas.

Vertical Scale lets the artist stretch the noise in the vertical direction. A value less than 1 compresses the noise in the vertical direction, giving an appearance similar to sedimentary rock; a value greater than 1 stretches the noise in the Vertical direction, giving a appearance similar to dripping stains.

Stain Effect

The Stain Effect works in conjunction with the Stain shader. Any area of the texture contained by a staining object will receive an opaque alpha-channel, while areas outside the staining object will receive a transparent alpha-channel.

Active activates the stain effect.

Influence is used for mixing.

Thickness is used to control how far a point must lie within the staining object before the alpha-channel becomes opaque.

WARNING: This thickness is determined by the viewing angle. Large values for the thickness can cause the texturing to change as the object or camera change their relative position in the scene; this can be particularly undesirable in animation sequences.

Image Effect

The Image Effect uses the texture itself to affect the alpha channel. Any combination of the red, green, blue, or alpha channels can be used. Values in the image above 0.5 will give an opaque alpha-channel, while values below 0.5 give a transparent alpha-channel.

Active activates the image effect.

Influence is used for mixing.

Mixing Effects

A wide variety of patterns can be achieved by mixing these effects together. Mixing is accomplished by adjusting the Influence in each of the active effects. An effect with a high Influence value will tend to dominate the other effects; an effect with a low Influence value will only subtly modify the other effects. When specifying Influences, the ratio of the influences is all that is important.

For example, by mixing Height with a small amount of Positional Noise, we get a roughened Height line. But if we begin turning up the Influence of the noise, the line breaks up. At high enough values, we can't distinguish the line; all we can tell is that the noise is thicker at the top.

Another example is the mixture of Height and Slope. With a high Influence for the Height, we get a nearly horizontal line with small dips for flat areas. As the Influence of the Slope increases height becomes less important, and the texture tends to cling to flat areas.