Back to basics. Volker's perlin 3D setup is a nice way to get a bit smoother variation and not the harsh gradients when you use just one perlin 3D. That's why I've stacked a couple and played with the mergers, and an adjust color. But it's hard to get a nice 'real' fractal variation, and for such we would indeed need a 'fixer' such as the simple shape shader, where basic coordinates can be given to a node which accepts a stack of PF's, which at that point are set at this reference. Maybe that's not to hard for Matt, Jo, or Oshyan to implement (?).
If normal PF's work globally on a Mac perhaps these gentlemen also know what is the difference between the Mac and Win version?
QuoteBut on the other hand it seems strange that with perlin noise the coverage
of the surface layer is working (the green is visible) and when it is set to
ridges just the original color (orange) is visible.
@ jmeyer: how can you set a perlin 3D to ridges? I presume you used a red PF instead, and then the global reference doesn't work anymore and you'd get the normal color for your objects.
@ Martin: Why would you put your tgc (which I'm about to have a look at) inside the object? If you put it on the global workspace it is easier to address it, e.g. draw a line to a test surface color input and see what it does on ground.
If you attach the tgc to a surface layer between the default and simple shader, you can add whatever color you want, or even luminosity or displacement. If you attach it to the color input of the default you'd only get variation of the basic color.
I used to use a camera and image map shader tp project color variation onto a pop, but as I now found out (and it's obvious actually) it will color the leaves of a tree in a line downward. For grass that's no problem but for trees it is not always very nice. So now I prefer this method, if only we could get a more PF like variation....
Long story so far, but now for a render I did yesterday with my stack (the first tgc)
---Dune