In the default zoom level (1) the ArtMatic canvas represents an area roughly 122 meters by 122 meters in Voyager. The scaling is independent of keyframes/AM view zoom level. When an ArtMatic system is used as a terrain or texture in Voyager its scale can be set in various ways in Terrains settings dialog. various VY vectors like eye position, sun light direction, terrain and object normal are available with various ArtMatic components. absolute elevation information via global input A2 This will greatly speedup color terrain rendering.Īdditional informations can be passed to an ArtMatic tree via the other global inputs and several ArtMatic components. So, this information should not be used in part of the tree that defines the elevation.īecause the color texture computation is unnecessary at the terrain intersection phase it is more efficient to separate it from the terrain topology : put all tiles used to compute the color texture in a compiled tree and set the compiled tree to be Evaluate Only For Colors : Any tile that has the Evaluate Only For Colors option set is ignored during the first pass. During the first pass (terrain & object intersection ), the global inputs that provide Voyager elevation, slope and normal information are not yet defined. It is important to realize that different information is available during the various passes. The texture can be defined by the same tree that sets the elevation when the output is RGBA but can be also provided by another tree. A final pass (shading phase) to compute the color texture used in the surface shading.An intermediary pass to compute the slope and normale.A first pass to find the intersection with the terrain elevation, either from built-in planet, ArtMatic terrain or a combination of both.Voyager as most 3D Computer Graphics Applications uses x and z to refer to the ground co-ordinates and y to refer to the elevation (height).ĪrtMatic Voyager must evaluate the trees at various stage of the rendering: In that case the (x,y,z) are passed directly into (X Y Z) ArtMatic inputs and the coordinates are used within the tree to compute color and eventually another elevation that can be used for bump mapping or terrain filtering.ģD input systems are typically used for the color-texturing of terrains. When the tree returns both a color and an elevation the color texture mode must be set to Altitude Default in order for the tree specific colors to be used.ģD input systems receive both ground coordinates and elevation information from Voyager (for example from built-in Planets). Elevation-only tree provide no color information and the color texture, if needed, shall be provided by another tree. 2D input trees receive ground coordinates (x,z) from ArtMatic Voyager via global artmatic inputs X and Y and outputs the terrain elevation. Terrains are typically 2D scalar functions, that is 2D-input systems with a single output : the elevation.Ĭolor textures or color+elevation systems can be either 2D or 3D vector-valued functions with 3 or 4 outputs, typically RGB or RGBA where the Alpha will store the elevation.ĢD input trees shall be used for terrains elevation functions. In Designer you can setup tree functions for creating planet-sized terrains or infinite textures. -//ĪrtMatic Voyager was designed to be extensible through the use of ArtMatic Designer. Voyager Documentation : Building Planets //-//
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