Quote from: gregsandor on May 26, 2010, 06:36:43 PM
There are plenty of posts in the forum explaining them, and in fact many that have already done the trial and error ahead of you.
The simple questions you've asked have bgeen answered in depth over and over, from your rant it was evident you hadn't searched.
So it's the matter of principle for you to not simply help, but make me search through posts and posts of irrelevant content to find that one post on the bottom which unswers my query. Thankyouverymuch.
QuoteAlright, who told the kids on 4chan about TG?
You may be one of them! don't deny it

. This 'kid from 4chan' is a CG artist, working in a studio having to use TG for a one off task, never to touch it again after. I can't use commonplace net slang?
QuoteFirst the atmosphere will not only "haze it down" it will alter the color and saturation with distance from camera.
which is what fog does sure, I just tried expressing it quicker.
QuoteTurn off the atmosphere and shadows in the Render node, then render your terrain. In the image map shader that holds your orthophoto you can adjust the gamma of the image under Colour. Test that and see if it renders close to your original.
surely this was easier than going "look it up"

thanks.
(no grudge btw, just toooo many people on every any forum would rather go "
lmgtfu" than actually respond, I understand that too many noobs do stupid things like "how to make terrain" or something, but sometimes when people understand the issue they're having with the software, it's nicer to just help them

)
Quote from: Tangled-Universe on May 26, 2010, 06:48:18 PM
Looking at your network you don't need the two connections on the right (breakup and blendshader) to have the diffuse map showed correctly.
You'll only need to use the "child layer" port. The distribution shader v4 acts like a parent shader where the diffuse map can exist on.
If you connect the diffuse map to the child layer input of the distribution shader v4 then it will be parented by it.
This way you can also control height and slope of the diffuse map by using the parameters in the distribution shader.
You could also have used a surface-layer, which offers the same functionality basically, but also with some extra inputs.
There's a chance you indeed need to change the gamma setting of your texture to make it match. If you already applied gamma adjustments in, say Photoshop, then TG2 also applies a gamma operation to the image.
As gregsandor explained you can find these settings in the image-map shader.
A nice way of displacing a surface with an imagemap is by feeding the imagemap-shader to the shader-input of a displacement-shader-node (add shader->displacement shader->displacement shader). Then in between those two nodes you can attach a colour adjust shader (add shader -> add colour shader -> colour adjust shader). With the colour adjust you can change contrast and gamma of the imagemap quite easily by changing the black/white-point of the image and/or gamma.
Hope some of this helps you along.
Cheers,
Martin
Thanks Martin!
I got the displacements from image map straight through the comupte terrain, so that all works, but the color adjust does the trick when plugged into child layers of the distribution layer. I know, as usual there's no complete right way of doing something, just tricky when there's no proper reference, having to rely on community support.
Thanks!
Quote from: gregsandor on May 26, 2010, 06:10:56 PM
If Maya and Nuke have superior shaders go use them.
This is how a real node reference looks like where every possible parameter and functionality is described. For the scope and power of TG2 and what it's capable of, help files and reference it has are a joke, don't you think?