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Shaders/Textures

Foreword

Info

TrueTERRAIN 4.0 offers 2 different types of Shader. Image based (Textures) and Procedural (Built inside Blender). Procedural textures can be subject to changes over time or not working due to Blender updates. If this happens, we will address this as soon as we can.

Warning

All the setting OPTIONS will stay the same across image based shaders. Procedural based shaders will have different setting values to allow for more control and possibilities. RESULTS WILL VARY

Image Texture Shader Settings

Texture Shader Settings

Shader

Wetness

(0 to 1) The amount of ‘wet’ effect that is applied to the shader

Normal Strength

The intensity of the normal map value

Displacement Strength

The intensity of the displacement

Displacement Midlevel

Neutral displacement value that causes no displacement. Lower values than the default (0.330) will cause the surfaces to be pushed inwards, and higher values will push them outwards. Can go below 0 to offset higher displacement values

PBR Fixer 0 OR 1 ONLY

Normal Map Fixer

Flips the Normal Map from Open GL to Direct X Vice Versa

Roughness Fix

Flips the black and white values (Roughness map to Glossy Map Vice Versa)

Specular Fix

Flips the Black and white Values (Specularity to Reflection Map or Vice versa)

Color Variance

Light Spots

(0-1) The amount of light spots applied to the shader

Dark Spots

(0-1) The amount of dark spots applied to the shader

Location Seed

Changes the location pattern of the seed

Strata

The amount of strata (layering) applied to the shader

Amount

The amount of spots applied to the shader

Distort

The amount of distortion applied to the shader

Mapping

Translate Y

Moves the image along the Y-axis (up/down)

Translate X

Moves the image along the X-axis (left/right)

Global Rotate

Rotates the image

Texture Scaling

Scales the size of the image texture

Use UV map

(0 to 1) Unwraps the 3D object and applies 2D texture

Special

Anti-Tile

(0 to 1) Applies anti-tiling pattern to texture

Anti-Tile Seed

Changes the pattern the noise will have

Anti-Tile Seam Noise

The amount of anti-tile seam noise applied to the shader

PBR Fixer Settings

PBR FIXER SETTINGS ONLY NEED TO BE USED WHEN IMPORTING YOUR OWN TEXTURES, THAT DO NOT NATIVELY WORK IN BLENDER. FOR EXMAPLE: MAYA TO BLENDER WILL REQUIRE ALL 3 SETTINGS ENABLED.

Procedural Texture Image Settings

Complete Desert 001

Complete Desert 001 Settings

Shader

Subsurface Scattering (SLOW)

(0 to 1) The amount of Subsurface scattering applied to the shader.

Warning

May affect performance issues

SSS Amount

The amount of subsurface scattering applied to the shader

Wetness

The amount of wetness applied to the shader

Wet Patches Amount

The amount of wet patches applied to the shader

Wetness Random Seed

Randomises the wetness seed

Overall Hue

Changes the overall hue of the shader

Overall Saturation

Changes the overall saturation of the shader

Overall Lightness

Changes the overall lightness of the shader

Big Rocks

Size

Changes the size of the big rocks on the texture

Amount

Changes the amount of big rocks on the texture

Squash

Squashes the big rocks on the texture

Random

ocation Seed: Randomizes the pattern of the big rocks on the texture

Hue

Changes the hue of the big rocks

Saturation

Changes the saturation of the big rocks

Lightness

Changes the lightness of the big rocks

Ground and Dirt

Amount of bumpy bits

Changes the amount of bumpy bits on the ground and dirt

Random Location of patches for dirt

Randomizes the location of the patches of dirt on the texture

Amount of soil patches

The amount of soil patches on the texture

Evenly Cover Soil

Changes the soil on the texture evenly

Soil to Higher Areas

The amount of soil applied on higher areas of the texture

Hue

Changes the hue of the ground and dirt

Saturation

Changes the saturation of the ground and dirt

Lightness

Changes the lightness of the ground and dirt

Surface Debris

Amount

The amount of surface debris applied to the texture

Random Location of seed

Changes the pattern the noise will have

Special

Break Big Rocks

(0 to 1) The amount of breakage applied to the big rocks on the texture

Alien-ise Rocks

(0 to 1) Makes the rocks look like alien rocks on the texture (artistic value)

Randomize Big Rocks

(0 to 1) The amount of randomization applied to the big rocks on the texture

Displacement Values

Big Rocks Displacement

The amount of displacement applied to the big rocks on the texture

Big Rock Erosion Displacement

The amount of erosion displacement applied to the big rocks on the texture

Wall Details Displacement

The amount of wall details displacement applied to the shader

Ground Debris Displacement

The amount of ground debris displacement applied to the shader

Small Ground Debris Displacement

The amount of small ground debris displacement applied to the shader

Overall Displacement

The amount of overall displacement applied to the shader

Displacement Midlevel

Neutral displacement value that causes no displacement. With the default 0.00, lower values will cause the surfaces to be pushed inwards, and any higher values will push them outwards. Can go below 0 to offset higher displacement values

Ground Desert 001

Ground Desert 001 Settings

Shader

Wetness

(0 to 1) The amount of ‘wet’ effect that is applied to the shader

Wet Patch Amount

The amount of wet patches applied to the shader

Wet Patch Random Seed

Randomizes the wet patch seed

Wet Patch Random Amount

Randomizes the amount of wet patches applied to the shader

Edge Fade

Changes the amount of edge fade applied to the shader

Splotch Amount

The amount/thickness of splotching applied to outside of the ‘wet’ patches

Hue

Changes the hue of the shader

Saturation

Changes the saturation of the shader

Brightness

Changes the brightness of the shader

Mapping

Overall Scale

Changes the overall scale of the big rocks

X Scale

Changes the scale on the X-axis of the big rocks

Y Scale

Changes the scale on the Y-axis of the big rocks

Z Scale

Changes the scale on the Z-axis of the big rocks

Rock Shape

Big Rock Reduction

Reduces the number of big rocks on the texture

Big Rock Edge Fade

The amount of edge fade applied to the big rocks

More Rocks

Adds more big rocks to the texture

Random Seed

Randomizes the seed of the big rocks

Displacement

Big Rock Amplitude

The amount of amplitude applied to the big rocks

Big Rock Edge Height

Changes the height of the edges of the big rocks

Clearing

Clearing Seed

Randomizes the clearing seed of the big rocks

Clearing Strength

The strength of clearing applied to between the big rocks

Clearing Amount

The amount of clearing applied to the big rocks

Little Rocks Mapping

Overall Scale

Changes the overall scale of the little rocks

X Scale

Changes the scale on the X-axis of the little rocks

Y Scale

Changes the scale on the Y-axis of the little rocks

Z Scale

Changes the scale on the Z-axis of the little rocks

Little Rocks Rock Shape

Rock Smoothing

(0 to 1) The amount of smoothing applied to the little rocks

Compact

Changes the overall compactness of the little rocks

Erode

(0 to 1) The amount of erosion applied to the little rocks

Height

Changes the height of the little rocks

Random Seed

Randomizes the seed of the little rocks

Little Rocks Clearing

Clearing Seed

Randomizes the clearing seed of the little rocks

Clearing Strength

The strength of clearing applied to between the little rocks

Clearing Amount

The amount of clearing applied to the little rocks

Microdetails

Scale

Changes the scale applied to micro details on the texture

Intensity

(0 to 1) Changes the intensity of the micro details on the texture

Displacement Overall

Intensity

(0 to 1) The intensity of the overall displacement of the texture

Midlevel

Neutral displacement value that causes no displacement. With the default 0.0, any lower values will cause the surfaces to be pushed inwards, and any higher values will push them outwards. Can go below 0 to offset higher displacement values

Rock Desert 001

Rock Desert 001 Settings

Shader

Wetness

(0 to 1) The amount of ‘wet’ effect that is applied to the shader

SSS (Slow)

The amount of subsurface scattering applied to the shader. WARNING: may affect performance issues

SSS Strength

The strength of subsurface scattering applied to the shader

Colours

Random Colour Location

Randomizes the colour location of the shader

Darken

(0 to 1) Changes the amount of darkness applied to the shader

Patch Amount

The amount of colour patches applied to the shader

Shape

Large Shape Seed

Randomizes the large shape seed of the texture

Large Formation Noise

(0 to 1) The amount of large formation noise applied to the shader

Large Formation Amount

The amount of large formations applied to the texture

Rock Randomness

(0 to1) Randomises the rocks applied to the texture

Cracks

On/Off

Apply cracks to the texture or turn cracks off

Amount

The amount of cracks applied to the shader

Smoothing

(0 to 1) The amount of smoothing applied to the cracks

Random Location Seed

Randomises the seed of the cracks applied to the texture

Thick/Thin

The amount of thickness applied to the cracks on the texture

Mapping

Size

Changes the size of the texture map

Displacement

Detail Displacement

The amount of displacement applied to the detail on the texture

Large Rock Displacement

The amount of displacement applied to the large rocks on the texture

Small Rock Displacement

The amount of displacement applied to the small rocks on the texture

Overall Displacement

The amount of overall displacement applied to the texture

Overall Midlevel

Neutral displacement value that causes no displacement. With the default 0.5, any lower values will cause the surfaces to be pushed inwards, and any higher values will push them outwards. Can go below 0 to offset higher displacement values