Started by WAS, May 21, 2021, 06:47:48 PM
Quote from: WAS on May 27, 2021, 04:51:04 PMThe issue is not the smooth layer but what is happening with shaders applied after the compute terrain.The tiny stones, and tiny displaced PF should not be gaining displacement extents in excess of 30 meters. Where is this nonsense coming from defying the laws of the shader settings?
Quote from: WAS on May 27, 2021, 05:35:58 PMWhy doesn't it just revert to the Compute Terrain, and only the "soft version" when the Compute Terrain's smoothing effect is active? Because if I turn on that feature in Compute Terrain, the surfaces match fine. Seems like this "smoothing effect" could just smooth to the computed terrain, and if it is smoothed, to that smoothed terrain.Sure you can mask, but that's a lot of masking of X shaders you're using when it could just work correctly (in my opinion) from the get go and only use smooth if you're actually using it.Ex. My scene already accounts for how smooth the surface needs to be for smooth snow in the initial terrain geometry, and doesn't need a smoothing effect of the compute terrain, I just need to cut through 14 shaders without having to mask all the surface shaders, plus masking of masks.This is how I assumed it actually worked, and would be a good feature.