Surface_Distance

Reference
Index

    SURFACE DISTANCE blends between two parameters based on the surfaces distance from the camera.  The primary purpose of this component is to let you add more detail at close camera distances and reduce detail at larger distances to prevent aliasing artifacts.

How Does It Work?

    SURFACE DISTANCE calculates a blend between two colors, two percent values, or two distinct bump patterns.  It does this by determining the distance of each surface point from the camera and comparing that to a Near a Far value.

    The actual values for Near and Far are defined in the Simbiont plugin you are using to render the DarkTree.  For example, you might have a Near value of  3 meters and a Far value of 100 meters set in your Simbiont plugin.  The Near Distance and Far Distance in the SURFACE DISTANCE component are then mapped to this range so that a Near Distance of 0% means 3 meters and a Far Distance of 100% means 100 meters. The SURFACE DISTANCE value gradient will smoothly blend between 3 meters and 100 meters distance from the camera.

    Note: SURFACE DISTANCE only works when the DarkTree shader using it is rendered through a Simbiont plugin.  Bitmap output cannot take advantage of camera location and so cannot utilize SURFACE DISTANCE.

Hints!

    SURFACE DISTANCE can dramatically improve the rendering quality of large scale 3D scenes.  A common example is terrain fading off in the horizon.  Usually, you have to compromise between the quality of close up terrain and distant terrain.  If you have too much detail in the close up terrain, you will run into aliasing artifacts at a distance. The other alternative is to have low detail terrain which doesn't look as good close up but renders well at a distance. Using SURFACE DISTANCE, you can have the best of both worlds.

    Figure F1below shows a simple example of decreasing detail with distance.  The "far" Rough component has reduced Roughness and Contrast.

    F1

    With distance, you will usually want to reduce the amount of detail in your shader.  You can do this by reducing the roughness and contrast of the far texture.  For highly detailed surfaces, you can blend the detail out all together. Bump textures are highly sensitive to aliasing and so you will often want to reduce bump scale to zero at large distance.  Bump can be replaced by a darkening the color of your surface based on the Bump pattern. For optimum results, you can use the Near Distance and Far Distance parameters to blend different details in your darktree at different distances.

    You can also think in terms of adding detail to your texture as you get closer.  For example, you could make a texture that lets you zoom into skin until you see individual cells. Just keep adding details as the camera gets closer.

Common Parameters

 

 

Near Distance

The distance from the camera at which you start blending from the Near value to the Far value. This is a relative value based off of a physically accurate near and far value set in a Simbiont plugin.

 

 

Far Distance

The distance from the camera at which you stop blending from the Near value to the Far value. This is a relative value based off of a physically accurate near and far value set in a Simbiont plugin.

 

Blend Function

Redefines the blending between Up and Down.

Color Component Parameters

 

 

Near

A color for the closer distance to the camera. Interpolates with Far as the surface gets further away from the camera.

 

 

Far

A color for the farther distance to the camera.  Interpolates with Near as the surface gets closer to the camera.

Percent Component Parameters

 

 

Near

A percent for the closer distance to the camera. Interpolates with Far as the surface gets further away from the camera.

 

 

Far

A percent for the farther distance to the camera.  Interpolates with Near as the surface gets closer to the camera.

Bump Component Parameters

 

 

Near

A bump for the closer distance to the camera.  Interpolates with Far as the surface gets further away from the camera.

 

 

Far

A bump for the farther distance to the camera. Interpolates with Near as the surface gets closer to the camera.

 

 

Bump Scale

A scale factor for the bump height.

Darkling Simulations
Copyright 1996-2003