Quote from: N-drju on May 23, 2018, 02:06:26 AM
Hm, that's interesting. Would you mind sharing it? If you found an easier method, many of us would greatly appreciate.
Okay, I see. Cloud depth was the main issue in my case so I thought you might want to reconsider. Cloud depth modifier and cloud alt. offset modifier also play a key role.
Are you sure you applied and converted a correct image file for displacement mapping? It has to be exactly where you want your clouds to follow terrain. This is one more element where something might go wrong.
Surface layer cannot control height or depth of a cloud... The shape of edges, yes, but not anything else. I can't envisage how you could have used it...?
I was using the high and low colour method from PF, not the image map method mainly. I was doing some work on my arid landscape scene and I moved my camera to a new position, and noticed the method I thought worked, didn't, it just varied the top of the clouds enough not to look straight.
Do not understand this altitude offset function or why it's so broken and requires special treatment outside the scope of procedural workflow. No offense to Matt, but this function needs an entire rewrite. it shouldn't be that hard to offset clouds, especially achieving natural looks without a mess of functions, or pixels in the final work.
Here's the file I've been working on... I've gone from dozens of functions to just the disp to scalar, nothing works.
You'd think by the logic of Terragen, with Camped Black, black should be 0, and anything else is lifted, yet it applies nothing to the clouds, even if you ramp up white [clamped or not] to lets say 1e+011.