Read the tutorials, played for days, searched the forums. Finally gotta ask...
I'm having trouble wrapping my head around the TG2 paradigm, despite being very familiar with nodes, shaders, etc.
I'm trying this without luck:
-generate the default terrain, it looks like rocky ground ok
-paint a big fat diagonal stripe across the terrain to create a new painted shader (call it 'stripe')
-wire the stripe output to the shader input of the default loaded heightfield generate node
-regenerate the heightfield
-I get a completely flat field rather than rocky terrain within the stripe, (or outside the stripe, whatever)
However, I stumbled into a method that works, although I have no idea why this works and not the previous:
-Apply the stripe output to the blending shader input of the heightfield shader.
I suppose that begs the question: what does the shader blend input actually do on a height-field generater?
I've also tried many permutations using the convert nodes, shader-to-heightfield, etc.
And terrain vs shaders with displacement turned on... both seem to create height data, what's the diff?
thanks