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General => Terragen Discussion => Topic started by: Falcon on April 13, 2010, 05:53:40 PM

Title: tree distribution by image map and distribution shader
Post by: Falcon on April 13, 2010, 05:53:40 PM
This one is driving me insane.

I have an image map showing where forests are on my map.
I also want to apply a distribution shader, mostly to prevent trees from growing on very steep slopes.

No matter what options I try, no matter if I feed the image map shader into the distribution shader or the other way around, this just doesn't work. I've read all the postings on this kind of stuff here in the forum, and nothing works for my case.

Right now, I have the result that if I run "populate now" on the trees (with density shader applied), it starts chucking out trees so rapidly I assume it has no restrictions on density. If I select "invert", it ALSO does that. Last I checked, the inverse of white was black, so when toggling the inverse flag, it should show visible differences in tree generation, right?

It works if I plug only the image shader into the population density shader. As soon as I have the distribution shader in there, it all breaks down.

Really, I'm completely lost. I can apparently either get 100% coverage or 0% coverage, but nothing inbetween. The shader preview shows me something that would work, but the tree population apparently ignores it completely. I can tune, say, min altitude, to a value far above anything that exists in my terrain, and it will still generate tens of thousands of trees.


Does anyone have a setup like this working, or an idea on what I'm doing wrong?
Title: Re: tree distribution by image map and distribution shader
Post by: cyphyr on April 13, 2010, 06:06:14 PM
Try plugging your image map shader into the child layer of a distribution shader.
:)
Hope this helps
Richard
Title: Re: tree distribution by image map and distribution shader
Post by: Falcon on April 14, 2010, 12:52:21 AM
This worked, after I removed the compute terrain input. Weird, I always thought surface layers or distribution shaders needed that.