Started by N-drju, January 26, 2018, 04:42:16 am
Quote from: Dune on October 03, 2018, 03:05:10 amPull a line from the last node for the pop to sit on, and in case it doesn't work quite correctly, just add another compute terrain there, it will not slow stuff, as it's just between last node and pop.
Quote from: N-drju on October 03, 2018, 01:20:08 pmPlugging the last terrain item into the "terrain shader" input is enough to have the populator reacting to both the computed terrain group and the displaceable section. The only disadvantage is that some of the objects are being populated underneath overhang terrain features and stuck in impossible places. But it should be easy enough to paint them out or even delete the mismatched instances manually.[attach=1]
Quote from: N-drju on October 03, 2018, 04:01:48 pmNot sure if this is going to work, as distribution shader also needs terrain information which is fed by "compute terrain". If I add a terrain feature coming after the "compute terrain", a "distribution shader" will not see the extra displacement, just like the populator didn't.