Here are the crack shaders that I said I was supposed to have done a couple of days ago.
These files are this .tgd and clipfiles from this image:
![](http://forums.planetside.co.uk/index.php?action=dlattach;topic=8847.0;attach=22529;image)
There are only 2 different scaled shaders so far; 10m and 1m scaled cracks. I have more that in progress, the thing is, when you get smaller, you need increasingly small(sounds wrong) redirects following the crack functions, I'm playing around with different ideas with the smaller ones, they're not ready yet. Maybe they never will be.
So, these ones then. I don't have time or patience to build a scene for them, I'll leave that to you, my full scenes usually suck.
Be warned, placing these BEFORE the main 'compute terrain' node will probably
quadruple the render time for these shaders and there will be no visible difference in the output than if they are placed after it. Generally you shouldn't need to put these cracks through the compute terrain, unless you really need to specify their exact coordinates and steep edge slopes later on.
I think they work best(4x as quick) just
after compute terrain but
before 'base colours', or, the first equivalent colour shader that completely covers the terrain. This isn't really correct TG practice.
They don't displace far at all upwards so final surface level is probably negligible in most
hobbyist scenes. They simply displace down beneath any surface they're laid over with some small redirects to break them up a little afterwards.
Of course, if you have a super computer then pop'em up top, by all means.
You can use the altitude/slope constraints in the main shader. You can also choose to blend the shader by any other shader you want.
The controls for the cracks, if you want to get inside and edit are pretty simple. A 4 node function makes the shape of the voronoi and colour and displacement shaders distort them.
The scale of the cracks is defined by the 'constant scalar'. If you change that you'll then need to move onto changing the following scales by the same factor, there's no point in making the cracks 100m scale and blending them with the '10m crack blender' node, for example. The blender is set to fit each scale. Same goes for the redirect shaders that come last.
Cheers!