Empty breakup ??

Started by Dune, November 21, 2016, 06:36:36 AM

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Dune

Why is there a difference between checking and unchecking the breakup when no PF is used? Does it then breakup by white/1 by default or something like that?

luvsmuzik

#1
Would that particular surface layer be effected at all, as there is no PF node connected to the fractal breakup on the surface layer? If you hook your final adjust fractal there , do you get that circular reference message? It should not do anything at all if there is no node connected, should it? (fractal breakup)

Is the definition of what you want to achieve better if in the initial apply color for the surface layer unchecked as well as fractal breakup unchecked. Where did you stretch the displacement fractal to make your wave ridges, in original surface layer or your mask?

Dune

It's just about what you see in the previews; the breakup fractal, though absent, still has an influence, making the 'dark' areas just a little lighter. It isn't important for what I'm trying to achieve, just wondering why that is.

luvsmuzik

I wonder if your compute terrain would just look for a fractal, any fractal if that is checked, like a macro, if yes then....

Dune

I don't use a compute terrain  :P

bobbystahr

Quote from: Dune on November 21, 2016, 11:20:48 AM
It's just about what you see in the previews; the breakup fractal, though absent, still has an influence, making the 'dark' areas just a little lighter. It isn't important for what I'm trying to achieve, just wondering why that is.

I've found myself wondering that as well.
something borrowed,
something Blue.
Ring out the Old.
Bring in the New
Bobby Stahr, Paracosmologist

Matt

If no shader is connected, it should produce the same result as if the fractal breakup is turned off. I can't see any reason why it would be different. Can you send an example?

Matt
Just because milk is white doesn't mean that clouds are made of milk.

luvsmuzik

I still think there has to be an incomplete argument in the "true" value of that button. Doesn't it go next to value, then to the node?

Dune

I don't really understand what you say, but I've sent it to Matt, and no doubt he'll find the culprit. Perhaps a bug? It's just a white surface shader masked by some sinus, but the 'negative' space is getting whiter when a breakup is checked, even with no input. Which struck me.
That reminds me, Matt, that if you unattach a shader, usually the check is removed, like in a mask input, (used to be a bug), but in the breakup that isn't so.