Started by Hannes, January 19, 2018, 05:41:52 am
QuoteIt's crucial to connect the very last shader to the terrain input of the pop, so that the populator can read the displacement correctly.
Quote from: AndyWelder on January 24, 2018, 09:43:52 amQuoteIt's crucial to connect the very last shader to the terrain input of the pop, so that the populator can read the displacement correctly.For this purpose I use a surface shader that's last e.g. closest tot the planet object in the shader line-up and disable it. I call the shader simply "Anchor layer" and so it will appear close to the beginning of the alphabetical "drop down list" that's shown if you make a connection to something else but the default "compute terrain" According to the same principle I give distribution layers for vegetation names that start with a number, those will appear at the beginning of the drop down list. A real time saver working with complicated set-ups.