Started by james adamson, January 18, 2020, 01:08:44 PM
Quote from: Kadri on January 18, 2020, 01:41:52 PMDepending on your scene there could be different ways.Have a look at this for example:https://planetside.co.uk/forums/index.php/topic,7548.msg80786.html#msg80786
Quote from: Dune on January 19, 2020, 02:02:08 AMInstead of clamp I would use a smooth step for a softer edge. For a local flattened area I would use a softish simple shape (circular preferably), mask a surface shader with it, set surface shader to smooth (100% or slightly less if you want some terrain characteristics remaining) and use offset to raise the area again to desired level. With a fractal noise between SSS and mask input you can alter the SSS shape a bit (roughen it up). That's one method. You can use the surface shader to add additional displacements as a child to that local area.
Quote from: Dune on January 19, 2020, 02:19:02 AMWell, you can of course displace laterally after that, just add a compute terrain/normal first. Or use fake stones set to world space.
Quote from: Dune on January 20, 2020, 03:08:26 AMSharp edges?