Hi Piet
I couldn't help a little smile while reading your post, because you're right in that it's not obvious how the fractal terrain works in this default scene. *However*, it's not intended to be a fully documented procedural network. It's just a preset, if you will. I use it for myself whenever I just need a random procedural terrain - usually when the scene I want to make is not centered or close up on the terrain. It's similar to the default heightfield shader in the the sense that you can click generate terrain and then looks for a nice POV - just that this one is procedural and goes around the planet.
You can use that, or re-connect the default heightfield instead.
Trouble is, that the procedural terrain is not build with just one shader, and I was simplifying the usage by hiding the majority of the network, just having one shader to connect to from the outside. Which helps in keeping the network cleaner.
Sorry for scaring you that it seemed I can build large mountains with centimeter scale fractals
Glad you figured it out now. I agree however - I think everyone agrees - that it should be more obvious from the UI when a group or node contains thing in the inner network. However, please note that Planetside is an independent entity from NWDA, and we're not responsible for what Planetside releases
Anyway, jokes aside, the NWDA default project is just free stuff we're sharing, in the hope that someone may find it useful. If not, never mind, just throw it in the virtual waste bin
Regards;
Frank