QuoteGreat summary. This should be put in the wiki, I guess.
Thanks, Ulco. You've said you try to avoid compute terrain nodes in your scenes, to save render time. How do you prevent mismatches between displacement and color? Or do you just not worry about it?
QuoteThere is no texture space in this diagram, which would be what would follow the computed space from a compute terrain, or a tex coordinates over a compute normal.
Jordan, isn't texture space the same thing as "Position in texture/terrain"? So, unless it's updated with a compute terrain, texture space is simply the planet's undisplaced surface?
Edit: Having said this, perhaps there is an error in the diagram. In the panel titled "After first displacement," maybe Final position (color) should = Position in texture/terrain (which also = undisplaced surface). Maybe there is no need for Final position (color) at all, with the understanding that Final position is used only by displacement.
I tried to pare down the diagram to the bare essentials, but the choice of altitude key has many implications. Smoothness, effect on transform and warp, etc., etc. Still figuring this all out. In my imaginary book for Terragen users, this would constitute an entire chapter.