Started by WAS, December 03, 2014, 07:41:36 PM
Quote from: WASasquatch on December 03, 2014, 07:41:36 PMI am having a lot of fun with Terragen, to start with. Would love to see some of my projects rendered in full scale someday. So, I have a forest. I want to get a population of many types of trees, without the trunks, or main portion of the tree to be within another populations object. The closest I can think of (not sure how effective it is) but inverting the breakup. But a foreseeable problem is I am limited to two populations. Two, how does one go about patchy distribution of wooded areas. I figured out altitude constraints but the breakup always seems to be one here and there rather then patches of trees.Any input would be awesome.
Quote from: Oshyan on December 04, 2014, 11:59:21 PMYou can use any shader/node that provides color as a mask for populations. One approach that often works well is to create your new shader that you intend to use as a mask, let's say it's a Power Fractal, enable High and Low color so you'll be able to see it, then put it into the shader network as the last shader before the Planet object (in other words the output of this shader feeds directly into the Planet object, and all other shaders feed into its input). What this should do is completely replace your terrain colors with those of the Power Fractal noise function. What you can then do is visualize exactly how your noise function is going to apply to the terrain. The white areas will show your masked shader, the black areas will show whatever comes before it in the node network. So you can tweak your shader to create the shapes you want (this works with a Painted Shader or most any other color-generating shader too), and then disconnect it from the main network and feed it into the shader you want to mask and viola!- Oshyan