Planetside Software Forums

Support => Terragen Support => Topic started by: choronr on August 07, 2012, 02:52:28 AM

Title: Populator
Post by: choronr on August 07, 2012, 02:52:28 AM
How do you get a 'Populator'?
Title: Re: Populator
Post by: choronr on August 07, 2012, 03:17:23 AM
The reason I ask this question is that since I used a file from this forum, I noted where a population was used that had 'two' inputs for the object population (see image). That is why I thought a separate 'Populator' shader was available.

Note: Of the two inputs, one is for 'density shader', the other is for 'terrain'. One would think that since I've been so long with Terragen2, I would know this ...but I don't. Your help please! 
Title: Re: Populator
Post by: Oshyan on August 07, 2012, 03:27:16 AM
Not sure what your original question refers to. Some inputs are dynamically created when connections are made inside the node's settings. In this case the default Population node comes in with a connection to the Compute Terrain in its Terrain input but *no* Density Shader, thus no Density Shader input shows up. If you add a Density Shader in the node settings, you will see 2 inputs, the Terrain input and the Density Shader input.

- Oshyan
Title: Re: Populator
Post by: Dune on August 07, 2012, 03:42:51 AM
In this respect it would be handy to have the density input node already present (like in most other nodes). When I need to find a density shader from the context menu, and it happens to start with Z among hundreds of nodes, I have to scroll all the way down. It would be much easier to just pull the line.
Title: Re: Populator
Post by: Tangled-Universe on August 07, 2012, 03:54:36 AM
Yep, agree with that. Now I have to copy/paste the density shaders name into the populator node to have the port created and connected, while drawing a line is faster and more straight-forward.
Title: Re: Populator
Post by: Dune on August 07, 2012, 03:56:41 AM
Ah, so C+P works as well? Just the name from the node?
Title: Re: Populator
Post by: Oshyan on August 07, 2012, 03:57:29 AM
I don't disagree. To be honest I'm not sure why it's done this way. I'll find out. ;)

- Oshyan
Title: Re: Populator
Post by: Tangled-Universe on August 07, 2012, 04:16:47 AM
Quote from: Dune on August 07, 2012, 03:56:41 AM
Ah, so C+P works as well? Just the name from the node?

Yep, I also do that for blendshaders and such...
Title: Re: Populator
Post by: Dune on August 07, 2012, 04:21:32 AM
Learned something again.
Title: Re: Populator
Post by: choronr on August 07, 2012, 12:02:45 PM
Thank you all ...the old dog has learned again.
Title: Re: Populator
Post by: Matt on August 14, 2012, 03:57:56 AM
It's easy enough for us to change the default behaviour here so that it's an external link rather than internal. It sounds like external might be the better default.

Matt
Title: Re: Populator
Post by: Tangled-Universe on August 14, 2012, 08:55:51 AM
Thanks Matt, small changes like these really add up in the end and will make TG2 more pleasant to work with.

If you're having a crack at it anyway, why not add the 'select and configure multiple populations at once' feature mentioned here? ;)
http://www.planetside.co.uk/forums/index.php?topic=14892.msg145084#msg145084

:D
Title: Re: Populator
Post by: jo on August 14, 2012, 10:06:57 PM
Hi Martin,

We have already started on something which allows you to change preview related settings for multiple objects/populations, such as the display mode, although this won't be in the next release. Being able to change positions etc. of multiple items is desirable certainly but that is a bit further off I'd say.

Regards,

Jo
Title: Re: Populator
Post by: Tangled-Universe on August 15, 2012, 03:19:35 AM
Thanks for the heads up Jo. Great to hear a start has been made with object display modes :)