Started by Matt, January 01, 2022, 09:21:27 AM
Quote from: digitalguru on January 04, 2022, 04:48:59 AMThe main reason I would use such a shader would be to render an image for vector/scalar displacement - in which case "Luminous" would be slightly misleading if I was coming to Terragen fresh (even more so for "Radiant"). Perhaps the best option would just be to add an input to the Constant shader? And an emission only switch in the default shader for other purposes?
Quote from: Dune on January 05, 2022, 02:55:36 AMIt's just one parameter that needs a zero, and I think it's pretty normal that one checks every shader and sets parameters like they're needed. You can't just add a shader and expect it to work as you need without adjustments. I also change the breakup shader, e.g. as I don't like the very warped lines created when greys are broken up. I could call that annoying, but I don't see it that way.
Quote from: WAS on January 04, 2022, 12:23:20 PMThats not even its intended use, though, so thats more just a weird thing you'd be doing with it. Its the same as surface layer, and default, and most people use it for lighting.
Quote from: digitalguru on January 09, 2022, 06:41:30 AMQuote from: WAS on January 04, 2022, 12:23:20 PMThats not even its intended use, though, so thats more just a weird thing you'd be doing with it. Its the same as surface layer, and default, and most people use it for lighting. Strange to see you describe it as a "weird thing" when you expressed your desire for more apps to support vector displacement:https://planetside.co.uk/forums/index.php/topic,29760.msg291398.html#msg291398Until there's a standard way to achieve this in Terragen (and we're not likely to see this until Terragen 5 at least) having an simple input to a constant shader seems a logical way to go (with no disruption at all to any other workflow), and for my money not uncaring at all or bias.