How to avoid the surface shaders to affect a height field terrain ? I have finished a rocky foreground but I wantsome other mountains a bit to the background that are unaffected by all this stone shaders.
Is this possible?
Thanks.
Ok, this is very quickly put together...there are probably better ways to do it, but I came up with this just then as an idea...Maybe someone can improve on this?
Quote from: njen on January 05, 2007, 02:18:48 PM
Ok, this is very quickly put together...there are probably better ways to do it, but I came up with this just then as an idea...Maybe someone can improve on this?
Thanks Pal that was fast :)
I will try that
Interesting approach! I'm honestly not sure what ramifications that has for the rest of the scene, but it does seem logical at least.
A more traditional approach would involve some kind of slope/height constraint/masking, or an image-based mask. There are a number of threads around the forums on how to do this, a search ought to turn one up.
- Oshyan
How do you create two Base Colours shaders?
Copy and paste (Ctrl+c Ctrl+v) works.
Thanks!
I also thought about that, and I tried to use image based masks to avoid a shader affecting the entire terrain and limitate it to a particular zone, with good results. However the node-based architecture of TG2 makes theoretically possibile multiple methods. This is also a great potential of the software, I guess :)
Not that it matters much, but for those who were wondering about where to find the Base Colors Shader in the menu list, it's a Power fractal shader v3 with displacement turned off and color on.
Kinda obvious now that I see it :D
Heh, yea now that I think of it they are pretty much the same :)
Regards,
will