Started by luvsmuzik, September 07, 2016, 09:42:27 AM
Quote from: cbalaskas on April 22, 2007, 01:08:41 PMThis setup uses two displaced voronoi noises to generate a fractured rockface look. The more rough your terrain is, the more excessive the features are. Just messing around with things.
Quote from: bobbystahr on September 07, 2016, 12:12:38 PMLately I've been attaching a Compute Terrain or a Compute Normal to the bottom (last) shader in the Shader section with it's output open and use that for my objects. I think Dune suggested this some time back and now have no problem landing populations where I want them(for the most part anyway)
Quote from: luvsmuzik on September 08, 2016, 10:39:02 PMThat sounds like great advice, Bobby. Quote from: bobbystahr on September 07, 2016, 12:12:38 PMLately I've been attaching a Compute Terrain or a Compute Normal to the bottom (last) shader in the Shader section with it's output open and use that for my objects. I think Dune suggested this some time back and now have no problem landing populations where I want them(for the most part anyway)Read in your other post about a TruSpace object. Haven't heard about that one for awhile, but I could not use those files in old TG anyway. Just now making something other than rocks, lol.
Quote from: luvsmuzik on January 17, 2017, 07:47:34 PMI think my TrueSpace license was from '99. Lots of changes since then..
Quote from: luvsmuzik on June 13, 2017, 07:31:38 PMJust experiments...