New nodes in XAFunction.dll ------------------------------------------------------------------- Color Blends: Combine Colors like Layers in photoshop. Has the following Modes NORMAL, SCREEN, OVERLAY, SOFTLIGHT, HARDLIGHT, COLORDODGE, COLORBURN, SOFTDODGE, SOFTBURN, DARKEN, LIGHTEN, REFLECT, FREEZE, INTERPOLATION, RED, GREEN, BLUE, HUE, SATURATION, COLOR, LUMINOSITY, Inputs: Base Color: The Lower color. Blend Color: The Color to be applied. Opacity: Howmuch of blend color to apply. Blend Type: See above. Output: New blended Color Notes: These formulas are not at this point debuged but they do match the formulas found at http://www.pegtop.net/delphi/blendmodes/ The Soft light is the xfade formula. And stuff missing like multiply, difference etc.. are cause you can use math nodes to acomplish those. If any bugs are found Behaviour will change on it being fixed. ----------------------------------------------------- Compass Vector Given a point produces a unit length vector in the compassdirection desired. Inputs: Position: Point in the world. Compass heading: Desided direction of the vector, 0 is north, 90 is east 180 south, 270 west. Notes: The directions above are what should be the case, if you find the directions flipped for some reason, (Its been tested but not throughly tested) Let be know what each of the 0, 90, 180, 270 degrees correspond to on the compass and how you figured it out. -------------------------------------------------------- dP Out puts the dP (or pixel size) of that point in space. Input: Position: A position in the world ------------------------------------------------------- PlanetSlope: Outputs the Slope of the planet at a given point. Inputs Position: Point in the world to evaluate the slope. Smoothing Area: (really dP) Don't calculate features that are smaller then this. SMooths out minor bumps. -------------------------------------------------------- Real Power "Fixed" version of the Power node. Input: Base Exponent Notes: Negative bases cause problems(imaginary numbers) so I first get the sign of the base, then get the absolute value and raise that to the exponent, then if it was negative before it becomes negative again. --------------------------------------------------------- Slope Ratio Takes a slope then transforms it to a ratio where you can get a slope run lenth, 45 degrees is 1, 90 degrees is Inf, 0 degrees is 0, in nother words multiply this number by the distance traveled horizontally to get the distance travelled vertically. Inputs: Slope: In put of the slope 0-1 Floor: Smallest the result can be. Ceiling: Highest the result can be. Note: The clamping needs to be done otherwise you can get divsion by zero and other math errors which is bad. -------------------------------------------------------- Smooth Ocean depth: Ocean Depth only has a smoothing area like Planet Slope Inputs Position: Point in the world to evaluate the slope. Smoothing Area: (really dP) Don't calculate features that are smaller then this. SMooths out minor bumps.