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General => Terragen Discussion => Topic started by: cyphyr on February 16, 2010, 01:50:06 PM

Title: Internal and external "Use density shader" in population nodes
Post by: cyphyr on February 16, 2010, 01:50:06 PM
Why do populations sometimes have their "Use density shader" network internaly (ie: inside the population node) and sometims externally, (ie: next to the population node) and is their a way to force it one way or the other. Its not a big deal but it would help with maintaing order in complex scenes.
Richard
Title: Re: Internal and external "Use density shader" in population nodes
Post by: dandelO on February 16, 2010, 03:47:03 PM
Select whatever shader you want from the pop-out menus in the settings panel for the population, you can select any node in the scene, external or internal. If it already has an internal one, selecting an external one will make the input appear back on the outside of the node. And vice-versa.
Title: Re: Internal and external "Use density shader" in population nodes
Post by: cyphyr on February 16, 2010, 04:35:57 PM
Cheers, but this is not entirely my experience. In both cases I left click on the "Use density shader +" and then left click/select on a "create new shader". In each case I'm not using a already created shader. I think. Maybe I should pay more attention, its not something I notice untill after the fact so the precise meathod of creation I'm uncertain off, other than thewy are "new" shaders. Hmmm no biggy :)
Richard
Title: Re: Internal and external "Use density shader" in population nodes
Post by: dandelO on February 16, 2010, 05:51:56 PM
I'm in the habit of creating all new nodes by a manual right-click in the node network. I'd make the desired blend shader where I want it to be then plug it in, or assign it if required, by the 'use density shader' of the target node.
Everyone has their own ways, I suppose. I trust a node created manually to be placed where I click. :)
Title: Re: Internal and external "Use density shader" in population nodes
Post by: Tangled-Universe on February 17, 2010, 02:09:20 AM
Quote from: dandelO on February 16, 2010, 05:51:56 PM
I'm in the habit of creating all new nodes by a manual right-click in the node network. I'd make the desired blend shader where I want it to be then plug it in, or assign it if required, by the 'use density shader' of the target node.
Everyone has their own ways, I suppose. I trust a node created manually to be placed where I click. :)

Ghehe, I do this the exact same way :)
I'm even more lazy...I copy/paste the name of the density shader into the density shader field of the population :P
Anyhow, this way I have everything in the same level of the node-network, so I can always see what's going on, without going into nodes' internal networks.
Title: Re: Internal and external "Use density shader" in population nodes
Post by: Henry Blewer on February 17, 2010, 08:04:58 AM
My stuff quickly can turn into a tree of nodes. I like everything open. It makes it easier when I come back to a terrain later.