Hey All
For the last while I have been trying to find a workaround to the Planet Surface Bug, Now, I may have found a workaround to working with multiple planets using Planet Surface Shader
I'm going to post my finding in a post below in about 5 minutes, I'm just rendering up some examples to explain, Though It is a pretty Simple workaround
Thanks
Zionner
Update: Ok, I need to leave my computer for like..30 minutes to go pick someone up, then I'll post How this can be done
Also, heres an Image to show I aint Talking rubbish:
(http://img146.imageshack.us/img146/6525/planetsurfacetest1kv0.png)
Cool.
I didn't know this couldn't be done. :P
should be interesting.
Ok, This is pretty Simple
First of all, you need to go into Your First Planets Settings, Then go into the "Angluar Position" Tab, This Tab is shown in the First Screen Print,
Secondly, you will need to copy and paste Each oh the Values into the same places for your Second Planet, After this you should get the same as the second screen print
Then the last step, (first note: as far as I can tell this limit is Random) but you should be able to move the textured 2nd planet away from the first, then you should come up with something similar to the last screen print
Thanks All
Zionner
P.S The TGD has been posted
Also Note: the first picture should have planet 1 selected, that was my mistake, sorry
It's cool that you've been making progress finding workarounds to some of the limitations of current nodes. I should warn you however that the currently available Technology Preview includes nodes that are experimental or otherwise incomplete and may not be included in the final release. This is likely to happen especially with problematic or limited functionality nodes, which may include the Planet Surface Shader. While we realize that some people do find even semi-functional nodes to be useful, they're not appropriate for inclusion in a final, retail product. Future updates may reintroduce previously removed nodes with new functionality and better stability.
- Oshyan
So, Say for example the beta coming out..tomorrow? (I think its tomorrow) are you guys considering removing the Planet Surface Shader for that update?
Quote from: Oshyan on January 02, 2008, 10:30:59 PM
While we realize that some people do find even semi-functional nodes to be useful, they're not appropriate for inclusion in a final, retail product. Future updates may reintroduce previously removed nodes with new functionality and better stability.
- Oshyan
Yeah this sort of thing is ok for previews, betas etc but you don't want half finished or problematic elements in a final release. But it is nice to see things like this in-between official releases, betas and previews etc where we can see what sort of thing maybe coming up in the next release, like TG3 for instance. ;D
BTW looking forward to trying out the new beta tomorrow. I've been waiting for a multicore release.
Quote from: zionner on January 03, 2008, 06:53:24 AM
So, Say for example the beta coming out..tomorrow? (I think its tomorrow) are you guys considering removing the Planet Surface Shader for that update?
The node cleanup may not happen until the final release due simply to time constraints, but ideally the beta would be as close to the final feature set (including nodes) as possible.
- Oshyan
Quote from: Oshyan on January 03, 2008, 01:32:32 PM
Quote from: zionner on January 03, 2008, 06:53:24 AM
So, Say for example the beta coming out..tomorrow? (I think its tomorrow) are you guys considering removing the Planet Surface Shader for that update?
The node cleanup may not happen until the final release due simply to time constraints, but ideally the beta would be as close to the final feature set (including nodes) as possible.
- Oshyan
Ok, so from what you've seen of the beta build being released. is the Node still in the build?
I can't comment on those kinds of specific details at this point.
- Oshyan
NDA?
Ah, of course the NDA...
Sorry heh, I completely forgot that NDA's applied to TG 2.
Well, I hope it is its one of my most used Shaders