Cool, looks good.. I've been experimenting using the redirect shader, putting compute terrain into Y and feeding that in the input of the default shaders, then in the surface use Y for alt. sort of works but also distorts the geometry... which we don't want..
Another solution, less elegant though, is using 2 populations but that wouldn't look very real.. ..
So, if you pipe compute terrain into the input of the surface shader, where does the default shader connect to the surface shader?
Thanks, Ton.