Quote from: bigben on March 03, 2007, 06:55:43 AM
Quote from: Volker Harun on March 02, 2007, 08:37:53 AM
@BigBen:
It would be great if I could connect (wire) the nodes inside the internal network of a group with the outside ,-)
Volker
This is possible to some extent. If you right-click on a shader's input triangle you can assign a shader from a complete list of shaders in the TGD. This works functionally, but there is no visual repesentation of the link when linking outside of an internal network.
In normal working this can be simpler than dragging outputs across a complex network, and of course it helps if you use meaningful names for your shaders.
Yes it works:
Create the standard terrain
Add a surface layer to the base colurs , with max altitude to 32 and fussy to 10.
You will see the mountain sourrounded by a snow layer.
Create a cloud shader or any other shaders. Goto internal network.
In the internal network create a surfacelayer. Set all parameters including the fractal breakup as in surface layer 01.
Right click the input tab and assign the base colurs layer
Exit the cloud shader internal network.
Delete surface layer 01
Remove the surface shader connection from planet 01.
You now have a totally black prewiew.
Assign cloud shader/surface layer 01 to the planet01 surface shader.
After some time you will see the original prewiew.