Started by blattacker, June 20, 2019, 04:17:29 am
Quote from: René on June 27, 2019, 08:56:12 amForgot to post the TGD of the previous post.
Quote from: Dune on June 28, 2019, 09:23:15 amYes, and that's why I also strive to not use any compute terrain. But not always possible, like in your file.
Quote from: Dune on June 28, 2019, 11:48:13 amOn a loose line, I hope!
Quote from: bobbystahr on June 28, 2019, 10:33:14 amQuote from: Dune on June 28, 2019, 09:23:15 amYes, and that's why I also strive to not use any compute terrain. But not always possible, like in your file.I almost never add Compute Terrain except at the bottom of the shader stack to have a landing spot for populations that takes into consideration all displacements after the Terrain editor.
Quote from: Matt on July 21, 2019, 06:13:54 pmContours are derived from the shape of the terrain. They are not based on texture coordinates, and that's the reason they can't be warped. I was thinking you might be able to work around that by adding more displacements after the Compute Terrain, but I tried and unfortunately that doesn't work either.Something you could try is a stretched fractal. Fractals with XYZ stretch factors of something like (100, 1, 100) should work. And with less extreme values like (10, 1, 10) you can get lots of variation across the landscape. Additional displacements applied after the Compute Terrain will displace these patterns because they will stick to the 3D texture space generated by the Compute Terrain. And if you want to warp them separately you can do that with a Warp Input Shader or Warp Merge Shader whose "warper" is some displacement. The Fractal Warp Shader probably won't help much because it warps laterally, when I guess you want to warp it vertically, so just warp it with a fractal displacement which will apply along the normal by default (although you might want to try changing that to Along Vertical).Matt
Quote from: Matt on July 21, 2019, 06:40:59 pmI'm not sure, you'd have to try it.