I've been getting great help so far, but I find I'm still short on understanding when it comes to the blending functions.
The Heightfield shader is a good example.
It has three sources of, er, shading.
-the input
-the heightfield
-the fractal detail (if enabled)
Without a blending shader, I can see how the fractal detail is overlayed on the heightfield, and how the result is overlayed on top of the input. If enabled, color will be overlayed, albeit a simple constant unless one of the 'shade by' options is selected.
Now I wire some complex shader into the 'blend by shader' input. That input contains color, displacement, altitude, slope, roughness, whatever. How do I determine how that shader influences the blending of the input and heightfield shader parameters?
If you want to also explain how the 'blend by heightfield' works, I'm all ears because I'm clueless. I would try things for myself more, except tweak and render is SO slow and hit and miss...
thanks,