Quote from: Buzzzzz on April 15, 2007, 11:52:09 PM
Hi Ole Bud! Bob I'm sure it has everything to do with what Matt describes in this thread but I haven't figured it out yet? Maybe it will help you if you can get a handle on it. Then you can explain it to me.
http://forums.planetside.co.uk/index.php?topic=1249.15
Quote from: choronr on April 15, 2007, 11:57:19 PM
Thanks Jay for the quick response; however, I think this link refers to a different subject:
http://forums.planetside.co.uk/index.php?topic=1249.msg12484#msg12484
Bob If you read the replies in this Thread
http://forums.planetside.co.uk/index.php?topic=1249.15 it states there's a problem with populations not showing up on terrains with displacements. That's what I was trying to point out.
2 quotes from Matt in that Thread:
When to use additional Compute Normal or Compute Terrain nodes
When you perform large scale displacements prior to the Compute Terrain, sometimes you need to limit them according to slope or altitude. If you need them to know about altitude, use a "Tex Coords From XYZ" node because this is very fast to compute. If your displacements need to know about slope, for example if you use a Distribution Shader to affect displacement, use a Compute Normal. However, beware that Compute Normal and Compute Terrain slow down computation of their inputs, and the slow-down is compounded each time they are used. The slowdown only applies to the input shader network, so if they are high in the shader chain the slowdown can be minimised. It multiplies the time needed to compute the input displacement by a factor of approximately 3.
Apologies for the mini thesis, but I hope it sheds some light. If someone who is not so close to the implementation can offer a summary of the important information, that would be appreciated.
Unfortunately it will re-evaluate this for every populator you have it connected to. However, unless you have multiple objects in exactly the same locations, this would be necessary anyway, so in most typical situations it wouldn't be possible to optimise this without sacrificing accuracy.
EDIT: This is probably a good place to say that you don't have to use the Compute Terrain node as the input terrain for your populations. Any shader network can be used, and it's often better to use the very last shader that plugs into the planet.
Misunderstanding this is probably one of the more common causes of populations not sitting correctly on the surface. However, whichever shader you use, you should make sure that the surface normal has been computed either by that shader or further up the chain, otherwise slope constraints won't work on your populations.
Matt