Quote from: Matt on November 07, 2018, 05:58:35 AM
The scale function needs to have a constant value. It scales the texture space, so if you have variations in the scale it will cause warping. It is a convenience feature for globally changing the scale of many shaders at the same time, but it needs to be used carefully.
Oh I see. So strange we'd have this feature for some stones and not many other things that seem of more prominence such as location inputs.
Unfortunate too, because it seems like a feature to actually create scale variation; Scale "Function". Being a constant, it should just be the "Scale Scalar" or "Scale Input". The Functionality part inherently implies a serious level of control, not a constant "function" which really isn't a function but a constant value, just in the functions menu. Considering the names of other inputs "Modulator" etc, it lead me to assume a definition of function, not the shaders location in menus.
And it sad because in the 2D preview with extremely soft scalar with negative black values, you get beautifully scaled stones of large and small from a single Fake Stone Shader, it's just in the final render it doesn't match the 2D and some of the stones get stretched.
Trying to find some sort of balance if I can because that really seems like where the feature should be going considering the hassles of actually mixing many stones and working with their scales, whether by a scalar or not.
I also guess you could assume these are flat stones on their sides, and probably what anyone that doesn't know what going on would assume, but as the author it's an immediate "What?" lol
All the stones in this preview are using a 3D Perlin Noise to scale their sizes. Works great except the random anomalies in stretching, and really seems like it should be the feature Scale Function implies.