Quote from: Matt on July 27, 2018, 02:34:43 PM
The smoothing filter shader works very differently from a simple displacement shader such as Strata and Outcrops. Strata displacement can be applied simply by moving vertices. This happens after the input has been calculated and the input calculations are completely independent of the strata. The smoothing filter is different because it works by changing a variable in the state before the input is calculated (possible because shaders are really called in reverse order), thereby influencing the smoothness of the calculation of the input (if the input shader supports that variable).
Smoothing filter shader is different from the smoothing option in Surface Layer. The latter can be used in child layers.
Ohhh, I see. That makes sense. Still a it has so many uses, the Smoothing shader. Really cool shader honestly when it comes to geometry. You can make some pretty ugly detailed terrain, that has nice shapes, and completely mask out that ugliness to work from scratch. Or like I was mentioning here, with cliff faces and surface layers fuzzy-zones and breakup.
Quote from: Matt on July 27, 2018, 02:36:42 PM
You got me thinking of possible solutions though. It might be possible to reorganise the ordering of child layer calls, but it might make other things impossible, so it would trade one feature for another.
Hmm, It would be cool to see, but I would not want to sacrifice anything anyone else may be doing that childs. Maybe if it were possible, a toggle between the two child behaviors? As who knows, it may also allow other cool stuff we haven't yet discovered.