Default Shaer -> Transform Input Shader = Flat Terrain

Started by TheFlaglerPhotographer, Today at 08:14:48 PM

Previous topic - Next topic

TheFlaglerPhotographer

I'm trying to build a layered terrain texture with some PBR textures. Tiff format authored in Substance Designer. Color/Roughness/AO/Height
Using a custom ter built in WM.
What I want to accomplish is having my rock shader be my "alpha" layer. In other words, sit on the whole terrain, and then build a few generic dirt and grass textures to help imply coverage for a scene I'm working on as an enviro map.
I can't find a built-in way to scale my texture tiling in the default shader, and tutorial has suggested using a "Transform Input Shader" after the default shader to handle scaling my texture repeats.
But when I connect my TIS the terrain loses its height information and becomes a planar surface.

I want to eventually use a distro shader to add in the dirt and grass as layers each on top of the stone respectively.

Is there a better way to do this than stacking default shaders with masks?

I also want to make my terrain scale in TG one meter per pixel. The HM is 16,384 and it seems to be limited to 12,000 in world for custom terrains? I can't find a way to change it.