masking a ground (dirt) texture onto a procedural terrain foreground

Started by arisdemos, February 18, 2009, 08:45:11 PM

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arisdemos

This is a composite mock up of a WIP that has not been completed due to problems with putting a texture clip into the foreground via a mask. I will use a reply thread to send the screen grab of my terrain and shader nodes structure with section of volker's clip include d, and a pic of my modified volker tgd "dirt" render. Does anyone out there have any ideas on how to graft this texture int the foreground under my grass?  Thanks for viewing and any C and C welcome.

arisdemos

This is the screengrab and render of masked texture from modified Volker's tgd "dirt."  screengrab shows the clip setion of the proposed texture map outlined that I am attempting to attache to the right hand terrain section that is at the lower levels and sits under the grass object pop., and is procedural. I cannot use the fake rock option because of the severe displacements on the upper layered cap rock strata section.



Matt

You should be able to connect Volker's surface layer just like any other surface layer would be connected, i.e. feed your existing surface shader chain into Volker's surface layer's "input" connection, and feed the layer's output to the planet or into any other shaders which might come after it. Have you tried this and found that it doesn't render how you expect, or were you asking for help on how to connect the shaders?

Matt
Just because milk is white doesn't mean that clouds are made of milk.

arisdemos

Thanks for the reply Matt. I am looking for the proper shader node to attache to on the procedural terrain complex, and I am essentially trying to get the same result on my own bottom terrain as I gained in masking Volker's.  This will allow me to cover the sharp intersection of cap rocks with the underlying sedimentary ground.