Started by murkk, August 28, 2018, 05:00:10 am
Quote from: murkk on August 28, 2018, 04:45:07 pmHow would I go about completely leaving out "fake stones shader" when applying transform input in a node tree? My idea is to upscale "fake stones shader" within it's own parameters and then upscaling everything else with transform input.edit: plugging the "fake stones shader" into "transform merge shader" with "use world space" enabled seems to work.
Quote from: Dune on August 29, 2018, 01:52:20 amWhat is your intention exactly? Upscaling fake stones sounds like making their sizes bigger, and that can be done inside the fake stone shader.
Quote from: Matt on August 29, 2018, 02:56:58 pmThe transform shaders only change the texture space which is used to calculate the shader. They don't change the magnitude of the displacement, although this is a feature that I'm thinking about adding.Fake Stones Shader has a function input to control the scale and another to control the "tallness", so it is possible to control it with separate nodes (e.g. a Constant Scalar or Constant Vector). Depending on how your network is set up, you might find this useful.