I'm experimenting with a scene having a low rocky/sandy terrain containing 2-3 different sizes of rocks. A sand shader is plugged into the Input node of the Surface Layer, and the rocks are all merged and plugged into the child node input on my Surface Shader, and it all seems to look fine. The sand shader is .tgc clip I found that already has a distribution function in it, which conveniently gives me control over the sand altitude/slope. However...
I've been searching for a way to insert a Distribution shader to have altitude/slope control over the rocks as well. The Wiki on the Distribution shader gives an example of plugging it into the input of a Populations density shader, but I'm not using a population per se, and none of the Fake Rock shaders or their Merge shaders seem to have a density input.
Is it possible to insert a Distribution shader to control Fake Stones shaders, and if so, into what input would it need to be plugged? Then, can one distribution shader be hooked to all the rock shaders to control all of them at once?
Thanks...