Quote from: glen5700 on September 27, 2009, 02:39:23 PM
Did you use the Fractalized Voronoi on the cliffs? If not what did you use?
The main terrain, which includes the cliffs, is a large-scale power fractal shader blended (Blend by Shader) with another power fractal used as a greyscale mask. With a -1 to -2 colour offset in the blending pf you can etch out some wierd looking outcrops. That etched out terrain is further displaced with a Redirect Shader (using pf's in x,y, and z). Just before the Compute Terrain at the bottom of the terrain section I added a Strata & Outcrops shader. Immediately after the Base Colours shader I added another pf for displacement which is making use of that Compute Terrain at the bottom of the Terrain section, thus giving me true normal displacement. It's principally this pf and the redirect shader that's giving me the displacements on the cliffs. I linked your clip file in at the bottom of the Shader section to a surface layer, and I'm not sure it affected the lateral displacement of the cliffs as I didn't have another Compute Normal/Terrain after the displacement pf I'd used immediately after the Base Colours.
I'm sure you know what I'm trying to say, even if I don't.
I say, though, that does sound frightfully geekish, what! what!
John