Figuring out the distribution shader was fairly easy, however, it lacks some fine distribution methods that surface layering has. Is there a way to incorporate a Surface Layer with a Distribution Shader?
You can just use the Surface Layer as a mask for a population in the same way you use a Distribution Shader for the same. Or you can use it and merge it with the Distribution Shader, or use it as the Fractal Breakup input or something. Several ways to go about it...
- Oshyan