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General => Terragen Discussion => Topic started by: EdBardet on December 21, 2013, 01:32:47 PM

Title: Newby question on FakeSToneComplex
Post by: EdBardet on December 21, 2013, 01:32:47 PM
I've been working with some distribution shaders with object populations and have had some fair results. I'd like to try the fakestones for the shoreline and be able to limit its altitude. It adds automatically.

What I'd like to know is how/where to place a distribution shader so I can control the elevation of fakestones.
Thanks,
Ed
Title: Re: Newby question on FakeSToneComplex
Post by: bobbystahr on December 21, 2013, 09:59:50 PM
You hook in or add the Distribution shader in the Blend by shader(TG2)or the Mask by shader in TG3...it's at the bottom of the FakeStone dialogue
Title: Re: Newby question on FakeSToneComplex
Post by: pclavett on December 22, 2013, 05:59:45 AM
Hi EdBardet !
The complex is itself a surface layer with all the stone connected into the child layers (as an internal network). So simply double click the complex (and not the plus sign) and the options for the surface layer will pop up and you can see the altitude and slope constraints appear. Be sure not to apply colour as this surface layer is there only to "carry and distribute" the others included inside (of course if you double click the plus sign on the complex you will get into the complex itself where you can make some adjustments in the size and color). When you apply constraints, make certain that you leave a small "fuzzy zone" as the fakestone shader can produce those bizarre exploding stones if the constraint is to abrupt. You may wish to constraint with a distribution shader as well as stated by Bobbystahr.
Good luck !
Paul