Hi everyone.
I'm working on a Martian landscape.
I was almost finished, I just wanted to make the rocks more detailed and controlled, when I realized I don't know how to use more than one displace maps on a fake stone
layer.So I decided to work and experiment on the rocks, little stones and bigger boulders on a separate tgd file.
On the base Mars rendering you can see that my rocks are strange, no displace sideways , and kind of sunk in the sand.
Does it need a compute normal before the fake stones node? (it has a small sand dune displacement layer before the fake stones node, and a big sand dunes displacement layer before that in the shader nodes)
The usual way I add fake stones is a surface shader with fractal breakup and height etc distribution, then a child layer fake stones shader. But it didn't work quite well this time so I switched off the fractal break up and used the masking node on the fake stones shader(and mask by stone density ) But I have a problem. I can see the terrain base colours on the boulders. It's suppose to be very dark grey and reddish, yet its reddish and brigth
grey.No idea why. The mask fractal breakup is a soft noise, with the smallest scale 3 times as big as the biggest boulder, and with negative offset(screenshot attached). The distribution looks fine but I have problems with the textures. I also used the merge shader two times there to give the boulders 3 displace maps . The mix is displace only. But I find it hard to control the displacement this way, my results are way off.
What should I do differently ?
(I attached one of the ref pics too, a Curiosity photo-)
(I realized this post should probably be in the Image sharing forum. Is there a way to move it there?)