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General => Terragen Discussion => Topic started by: domdib on June 18, 2009, 08:53:10 AM

Title: Missing surface shader in object internal network
Post by: domdib on June 18, 2009, 08:53:10 AM
A very odd problem: in a scene where I want to add a grass population, when I try to add the specific TGO I want, I find that in the internal network of the TGO, there is no Final inputs surface shader (the grey bar at the bottom of the network) - so the grass is completely black. Yet when I add the same TGO to a new scene, the final input is there; and I can add other TGOs to the original scene in question without this problem.

Is there a simple way to make the Final input shader materialise, so I can just connect up the multi-shader and get the grass working?
Title: Re: Missing surface shader in object internal network
Post by: dandelO on June 18, 2009, 11:37:35 AM
Inside the object node, create the shader you want to use and leave it there. Then just visit the object's settings box and apply the shader through the 'assign shader' option of the surface shaders tab.

* I don't think this will work in the final TG2 release, actually. There's a problem with assigning nodes inside internal networks, I think Jo said if you create a new group and 'capture' the shader inside that, then you can assign it via the pop-out box in the node's settings.
Title: Re: Missing surface shader in object internal network
Post by: domdib on June 18, 2009, 05:41:23 PM
Thanks DandelO, it seems that your advice worked: I created a surface shader, captured it inside a group, (EDIT: it appears this isn't necessary - just connect straight to the shader) and then I was able to assign it in the surface shader tab of the object. Next time i looked, the final inputs box was there, and I was then able to disconnect the surface layer and re-link the multi shader.


Still took me a while after that to figure out that the Luminosity of the default material plugged into shader 1 had to be non-zero for the grass to be anything other than black!
EDIT: @Oshyan -  I have no idea what is causing this, don't think it is overlapping nodes
Title: Re: Missing surface shader in object internal network
Post by: Oshyan on June 18, 2009, 11:42:05 PM
The "assign internal nodes" issue has been resolved internally and will be available in a future update. I'm not sure if the other issue is related. Might it be a naming issue, overlapping names with another node?

- Oshyan