Started by WASasquatch, October 01, 2018, 03:25:05 pm
Quote from: N-drju on October 01, 2018, 03:59:47 pmHmm, I always use SSS for smooth transitions be it colors, textures, terrain, even clouds. It leaves no seams at all and, personally at least, I consider it to be the best transition tool, especially combined with warpers.You can make entire smooth transition chains that way, though you need to remember to disable black color.
Quote from: Matt on October 02, 2018, 11:34:02 pmI've been looking into this and I see what's causing it now.The fuzzy zone uses a smooth step, so that's not the problem. It also uses an exponential function, but instead of using exp() it uses a fast approximation which has some discontinuities in the first order derivative. You don't notice this problem when it's only used for colour, but when it's used to affect displacement you notice a few edges within the fuzzy zone. It's not just a problem at the very edge of the fuzzy zone; it occurs at multiple points in the fuzzy zone.There was a similar problem in the Power Fractal and in 4.1 I added new options called "better colour continuity" and "better displacement continuity". They are a little slower to calculate but solve these issues. I'll need to add something similar to Surface Layer's constraints feature.
Quote from: Matt on October 02, 2018, 11:42:28 pmIf you have a pyramid with sharp edges like that, I would recommend setting the Surface Layer's displacement direction to Vertical, not Along Normal. The Compute Terrain and Compute Normal won't be able to create smooth normals from the pyramid, so it'll always look a bit off.