Started by choronr, December 14, 2009, 12:37:55 PM
Quote from: neuspadrin on December 14, 2009, 12:45:20 PMSure you got your layers in the proper order?
Quote from: FrankB on December 14, 2009, 05:41:07 PMWe have discussed this problem in the past already. Check all surface layers if smoothing is enabled, Bob. If yes, add a compute terrain with a relatively small patch size before the fake stone layer. If this doesn't help, send me your tgd then I can have a look. I will do my best to explain to you why this happens, but you need to promise me to remember it this time Cheers,Frank
Quote from: FrankB on December 15, 2009, 11:38:09 AMI found the source of the issue you were having, and I'm explaning the solution here for everyone:If you have fake stones as a child of a surface layer, and you want the stones to have their own color, do not use slope constraints in the surface layer! SLope constraints and fake stones don't go well together. Also slope constraints and intersect underlyong don't go well together, but that's another issue.If you still want to apply a slope constraint, here's one way of doing it: The solution is to add a slope constraint to the distribution mask of the fake stones itself, not to the surface layer it plugs in to. And the slope mask must be created with a distribution shader with the slope key "terrain normal". The distribution shader must be fed by the last compute terrain to become aware of the terrain and its slopes. There may even be a simpler solution than that, but it works for me.Regards,Frank
Quote from: njeneb on March 20, 2010, 05:11:25 PMI had the same problem. The last tab of the fake stones shader has the 'base' color picker.
Quote from: njeneb on March 20, 2010, 11:20:04 PMCan you post a clip file of the fake stone shader and the attached nodes? I am curious why this is happening.