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Getting Started
Geometry
Scatter
Materials
Utilities

Shader Settings

Layer Settings

Example Image of the Shader Layers

Settings From Left to Right

Select

Select layer(s) in order to do things to multiple layers at once

Layer Icon/Interaction

Shows the active asset or that is a Group layer. Clicking the icon will do the following depending up on the layer type:

  • Texture/Procedural Layer: Change the active asset even switching between texture and procedural shader.
  • Group Layer: Enter into the group in order to edit the child layers

Layer Name

The editable name of the layer. Double-Click on the name to edit.

Layer Asset Name

The active asset on that layer as the icon isn't always obvious.

Preview Layer

Clicking this button will limit displaying only the layers up to this point. Alt-Click in order to solo just this layer.

Layer Visibility

Hide this layer.

Texture Settings

Quality Level

Easily change the resolution of the active texture

Use Proxy

Use a different resolution (quality level) in the viewport than when rendering

Render Quality Level

The resolution (quality level) to use when rendering

Mixing

How this layer will be applied to the layers below

Opacity

Vary the transparency of this layer

Scale

The size of texture. By default the textures are meant to be 1mx1m but that's not always what the artist wants!

Displacement

The displacement height of this layer

Specular

Amount to apply of specular map

Roughness

Amount to apply the roughness map

Normal

Strength of the normal mapping effect

Transform

Location

Translate this layer

Rotation

Rotate this layer

Scale (per Axis)

Scale the individual axes

Anti-Tile

Use Anti-Tile

Remove the repetitious nature of putting 1000s of the same texture next to each other.

Use Voronoi

Use a voronoi like texture for the anti-tiling

Edge Blur Amount

Blur the cell edges

Seed

Randomize the anti-tile cells

Cell Size

Size of the celss

Location Randomize Minimum

The lowest value for each axes to offset

Location Randomize Maximum

The highest value for each axes to offset

Rotation Randomize Minimum

The least to randomly rotate

Rotation Randomize Maximum

The most to randomly rotate

Scale Randomize Minimum

The smallest to randomly scale

Scale Randomize Maximum

The largest to randomly scale

Material Settings

Normal Strength

Strength of the normal mapping effect

Details Strength

Strength of the bump mapping effect

Details Depth

Multiplier for the height value to control the overall distance of the details

Displacement Midlevel

Neutral displacement value that causes no displacement

Displacement Scale

Vary the amount of displacement

Terrain Detail Map

Apply a normal or bump map to the entire terrain. Useful if you are using a non-True-Terrain terrain with a height map and want to use the normal/bump/displacement map for extra detail in the shader.

Detail Map

The normal/bump/displacement map to use for the entire terrain

Detail Type

Choose between normal or bump (black and white, could technically also be displacement)

UV Source

From where to grab the UV Map. If using a geometry nodes create object you will want/need to choose `Attribute` and select the stored UVs attribute.

UV Map

The the UV Layer of the mesh to use for mapping the terrain detail map onto the mesh.

UV Attribute

The the attribute of the mesh or geometry nodes that has stored UV values to use for mapping the terrain detail map onto the mesh.

Location

Translate the terrain detail map

Rotation

Rotate the terrain detail map

Scale

Resize the terrain detail map

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Created:
February 26, 2024
updated:
March 11, 2024

True-VFX

Author |
Zach @ True-VFX
Shader Picker
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