Thanks a bunch Matt and Oshyan,
It's good to read there is experience with this, regardless succesful or not, and that options for the future are in mind.
Personally I wish a solution or partial improvement could be found soon to aid me in my job for Unity, but I understand very well these things are not possible on such short notice.
But perhaps the following is nice for you to read and think about...
Yesterday I had a chat about this with Jon West (Hetzen) and we knew "vectorizing" the workflow is key.
What we need to take into account is the vector of the terrain, I suppose?
Using a "displacement shader to vector" node converts the terrain displacement to a vector.
From there we think we need to "normalize" the vectors from the rectangular noise values with the vector of the terrain.
Normally (pun), normalizing is a simple division of one over the other, but that gives really messed up results.
Yet I feel we have to work with these 2 together, the vector from the rectangular noise and the vector of the terrain you want to map it on.
After the normalization, or whatever you need to make it work, you feed the resulting final vector back into a vector displacement shader and you will have the terrain + rectangular noise.
How to tell the renderer how to "correct" or normalize is beyond me and even Jon couldn't wrap his brain around it.
Nonetheless I think it's nice to show this file showing the principle I'm talking about.
Matt,
Quote from: Matt on October 20, 2014, 09:03:28 PM
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These days when I need to create a rocky cliff-like surface, I tend to hack away at a few different ideas and combine them together until it works well enough for the job at hand. It doesn't look any better than many of the networks that I've seen posted on this forum, and the setups are usually messy by the end of a VFX production where you never get a chance to really clean things up and understand how and why they're working. Sometimes I'll try to simplify these setups afterwards, and they fail to work in a satisfying way on other scenes that I try to apply them to. But I'll keep trying.
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Haha, that's oh so damn recognizable Matt. I can make a NWDA product of all my rock setups or whatever I made, but they all seem to work in very specific situations