Started by WAS, March 28, 2018, 11:17:41 pm
Quote from: Dune on March 29, 2018, 01:07:40 amIt's in the combination of a large patch size in compute terrain and intersect underlying. The last surface shader takes information from the whole line.Better anyway to do this smallscale stuff in a surface shader somewhere after a compute (if you even need one).
Quote from: N-drju on March 29, 2018, 02:43:59 amIf you don't mind, I'll keep a track of your tracks. As luck would have it, I don't have my TG computer on me right now. But I'll check this .tgd when back home. Much obliged.
Quote from: N-drju on March 29, 2018, 04:07:18 amYou even roughly nailed the type of vehicle I was after. May I ask where did you get the specs from? I will also need some construction vehicles like cranes too.Don't know about transform shaders as I usually use two or four of them on average anyway. But... your idea of putting items inside of a shader reminds me of another question I, up until now, am unable to solve...!
Quote from: Dune on March 29, 2018, 11:23:21 amYou have to take care when putting shaders inside others...
Quote from: N-drju on March 29, 2018, 12:36:34 pmQuote from: Dune on March 29, 2018, 11:23:21 amYou have to take care when putting shaders inside others...Okay, so if you mentioned it again, let's talk about it too...How can you actually put items into a shader? Like your Parkwood grass. I have never figured it out so far!
Quote from: Dune on March 29, 2018, 11:23:21 amYou have to take care when putting shaders inside others; there's a naming issue that I sometimes stumble upon. If you don't give shaders a unique name it may happen that when importing a tgc for instance, somewhere else a shader with a same name is unhooked (and you have the 'pleasure' to search for the culprit if things don't render as expected).
Quote from: WASasquatch on March 29, 2018, 05:57:12 pmIf you right-click your shader you have an option "Internal Network" which you can click to access the internal node network of a shader. You can paste in your content there, and than back out and right click the appropriate connection and assign the shaders you put inside the network from the drop down list.