Quote from: Oshyan on November 29, 2011, 01:11:11 AM
Of course we have no end of things we can add. 
I'm curious if you know of any good examples from said (or unsaid, hehe) competitor's software that relies on this ability to drive parameters by node output. I've always assumed it would be tremendously useful and cool, but I frankly don't see a lot of interesting (i.e. unusual, creative, couldn't be created from obvious and known traditional methods) stuff from... Vue (there, I said it, hehe).
- Oshyan
If you look at Quadspinner's latest Masterclass LA you'll see some of the uses of it, besides that you will see that virtually every parameter in the software has that particular symbol for shader input next to it, like we do have for animation

I think you'd be surprised Oshyan about the myriad of effects/results you can achieve when using a powerfractal (for instance) as input for a parameter.
Even powerfractal driven powerfractal parameters

And the examples Chris and I pointed out plus many more, likely.
I'll try some more, since you can't think of many examples:
Fake stone size based on greyscale input, allowing for altitude based sizes as well or distance driven.
You could do the same for the scale parameters in the powerfractal or PF controlled voronoi/perlin scale
PF controlled water roughness/wavesize/wind gusts/transparency (though you could fake transparency by using multiple shaders, but that would be slower).
PF controlled object sizes in a population.
Anyway, best proof so far is the cloud node which has these specialized inputs. I can't speak for everybody, but I do use those frequently

Cheers,
Martin