QuoteYou have tied up the "Input node" link of your shader as an internal link unnecessarily. (I guess you had to edit the .tgd to do that?)
Cheers, Matt.
I didn't need to edit the .tgd externaly, is that what you mean?
To have the input node inside it's own network you just stick the desired shader for it inside first(without connecting it) then, click 'up one level', select the shader from
this window by right clicking the 'input node' button. Once you visit the internal network again, it has refreshed the node view and you'll see it has moved inside by itself. I'm sure you'll know this already though and I just have the wrong end of the stick...
The rendered result isn't the same as it is with the 'G/M Mixer' going to the 'GP Dark' node. There is a difference in the way the luminosity and dark patches react to the underlying layer that way, subtle but different none the less.
I see what you are saying about the input node being used up although, I didn't need it to be used for anything else, it was meant to be an all inclusive grass shader that simply needed to be dropped into any scene and added as a child layer for entire coverage, kind of like choosing a shader from the library in Vue/Carrara etc. I aim to make many different shader sets that anyone, begginer to top-end users, can just plug and play. You're right about the distribution part though, I didn't test that before uploading obviously, sorry for any confusion.
This is easily remedied and, with this
updated clipfile attatched, the 'final grass surface' from the original clip has been put inside the group aswell(it should've been in there already and been left alone to do it's job of being the actual surface layer and
not it's own distribution) and, a new layer
'Planetary Grass Distribution' is the 'mother' to the entire clip, this is now your overall surface coverage AND distribution shader for dropping grass onto any scene.
This
final shader now controls the overall distribution of all parts of the grass/mud layers.
Thanks, Matt.