Quote from: Matt on September 21, 2018, 01:06:40 AM
Fractal warp isn't displacement, and it doesn't know about the flat tops. It distorts the texture coordinates used by the input shaders, and this changes what the input shaders produce. Now, the flat tops are flat because they are stretched out from a much smaller area of the original surface. The fractal warp is affecting the surface that would have been before it was stretched out. The stretch is the dominant effect, and the effect of the warp is barely perceptible.
You'd think the compute terrain / normal, would do as it's name indicates and normalize this geometry in the eyes of other shaders for further refining.
And I hope you understand by displacement I mean the detail in displacement already there. That being said though, you'll notice Fractal Warp on smooth displaced terrain
does add to it's displacement peaks. Especially stepping in smooth hills. I also often use the fractal warp to warp noise for Displacement Shaders (which was my initial setup for surface displacement, now changed, trying to remedy this problem)
Quote from: Dune on September 21, 2018, 01:45:03 AM
Fractal warp doesn't even know after having added a compute terrain/normal and/or XYZ shader?
Nope, they have no effect (even if I don't use them altogether) besides patch zoning.
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Update: This may be related to the orientation of the geometry behind the scenes. I tried to add some voronoi based cracks, and I limited them to only the lateral faces of the rocks, and it was mainly showing up on the tops of the rocks, and being cut off on the sides. So maybe the surface shader, and I guess displacement through it, is not reading it's orientation correctly.
I'm going to refine this into a somewhat usable state and share the project so you'll all be able to take a look at it. Right now I'm just organizing stuff from a million random shaders in the main terrain group and applying good naming conventions to hopefully help understand it.