I thought it was a good one too yesterday, then realised the fractals were still only working around each object when I raised the scales or something. We need a way to simply force a fractal over the desired space, there has to be a way, I've even tried an invisible connection from 'compute' terrain, which feeds the planet, to the fractal but still, only per-instance coverage. All instances take their coverage from different
points in the fractal(the point in world-space of which they sit, I'd bet), otherwise they would be textured the same in each instance. They aren't, though.
Here's what I've been playing with then, a simple combo. It only uses 2 perlins; large scale/small scale. I started out with 4 but it's just to keep it simpler for now. The good thing about the container node is that, it serves as an added contrast control for the function. [attachimg=#]
I just go into the parts shader, open the clip there and plug into the default shader colour function from there because, I figure, this would be a good type of thing to enclose inside objects you'd likely want to colour vary easily, vegetation models for example. If you loaded the model in a population, you'd be able to enable population variation in one or two clicks for that object.
I'd like to know more of the functions, to be able to make the perlins more
pretty but this is all good practice.