Started by Dune, October 01, 2018, 02:05:52 AM
Quote from: Matt on October 01, 2018, 03:01:58 AMIf I recall correctly, populations don't look for any Compute Terrain node but they are initialized with a link to a node with the exact name "Compute Terrain", so it works if your node has exactly that name.
Quote from: WASasquatch on October 01, 2018, 02:36:26 PMCould you change that? That's silly.
QuoteThe Heightfield Generate can look for the last Compute Terrain
Quote from: Matt on October 01, 2018, 08:03:49 PMI don't think it does. In what situation? But yes there are ways to search for nodes by type, and code can be written to make decisions based on where they are in the tree, etc.
Quote from: WASasquatch on October 01, 2018, 09:20:18 PMI have been using two compute terrains to save from the error about Compute Terrain from Heightfield Shader
Quoteso that I can do some exporting of different sets of heightfield operators, but when adding a new heightfield generate, it seems to drop before the last compute terrain.