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¶
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¶
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¶
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¶
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



