I see that you've added altitude and slope constraints to the distribution shader, which is cool, but when I apply a distribution shader to the fake stones shader, the surface texture of the stones is still being disrupted - the surface shader of the stones looks like it has a fractal breakup, and the ground texture shows through in blotchy areas. This isn't the expected behavior, or perhaps I am doing things wrong (again).
How are you connecting the shaders? Can I see a render or screenshot of the results?
You usually need to set the Slope key to "Terrain Normal" to affect both displacement and colour the same way.
Matt
Quote from: Matt on July 19, 2008, 06:43:39 PM
You usually need to set the Slope key to "Terrain Normal" to affect both displacement and colour the same way.
Ah, that was it. Thank you. Maybe that should be the default? ;)
Quote from: JimHT on July 19, 2008, 10:02:11 PM
Ah, that was it. Thank you. Maybe that should be the default? ;)
Perhaps. With Terrain Normal you lose detail though - it doesn't capture the slope of the fully displaced micropolygons in the same way that Final Normal does.
Matt