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| Class | Colour | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Synopsis |
This shader simulates the variations in a turbulent medium such as smoke or patchy fog. Although designed to define the density of the medium used by the "scattering medium" foreground, it may be used also on its own for interesting surface effects.
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| Arguments |
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| Location | lishpro | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Description |
This shader simulates turbulent medium variations (smoke, patchy fog).
Although designed for use as for defining the density of the medium used by the
"scattering medium" foreground, it may be used also on its own for
interesting surface effects.
"scale" - overall scale of the effect, increase scale to get slowly changing "patchy fog", decrease it for highly turbulent medium. "detail" - integer value in range between 1 and 25 defining how much detail is present in the turbulence. The higher values will cause more local variations. Increasing this value (from default 2) may produce interesting effects but will have definitely significant impact on computation time. "amplitude" - amplitude of turbulence relative to global "medium density" in range 0.0-1.0. "contrast" - relative measure (range 0.0-1.0) of contrast of transitions between dense and rare areas. The default value of 0.5 is neutral. Increasing contrast will result in more sharp transitions with almost solid appearance of dense areas at the value of 1.0, decreasing the contrast will smooth the transitions. Sharp contrast will usually result in increased computation costs.
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