TerrainSlotMapping
Description
Specifies the mapping from texture atlas samples to terrain material values.
To define a mapping, begin with Default and successively add the mappings you need. Mappings can be specified for the following terrain material values, which refer to the specular-glossiness PBR workflow (see IMaterial):
Terrain layer slot indices are expected to be in the range [0..SlotCount-1] or one of the special slot values: SlotBlack, SlotVertex. Component indices of texture atlas samples are expected to be in the range [0..3], referring to the red, green, blue and alpha channels, respectively. If a slot index and/or a component index is outside of its expected range, the default material value will be used.
Public / Constants
Public / Methods
Albedo
Specifies the terrain material mapping for: albedo (sRGB).
The default material value is (1,1,1), i.e. white.
- See also
Apply
Applies the mapping from texture atlas samples to terrain material values.
The X-component of each material slots (see parameters) refers to the texture sample of a terrain layer slot (see TerrainLayerTexture.Slot). The component indices refer to the X-, Y-, Z- or W-component of the texture sample (index values 0, 1, 2 and 3, respectively). Some material slots provide a scale factor and value offset, which are applied to the texture sample component: value = sample * factor + offset
Glossiness
Specifies the terrain material mapping for: gloss (linear).
The default material value is 0, i.e. no glossiness.
- See also
Normal
Specifies the terrain material mapping for: normal vector (linear).
Since the terrain is textured uniquely, there is no need to store normal vectors in tangent-space. Instead, normal vectors are stored in terrain-space. Thus, tangent and bitangent vectors are not required for unique terrain texturing.
The default material value is (0,1,0), i.e. pointing straight up for Geometry.Plane.
- See also
Occlusion
Specifies the terrain material mapping for: ambient occlusion (linear).
The default material value is 1, i.e. no ambient occlusion resp. full ambient lighting.
- See also
Opacity
Specifies the terrain material mapping for: opacity (linear).
The default material value is 1, i.e. fully opaque.
- See also