As part of my population masking I wanted to set up a functional mask that would cover the camera's fov from the camera position. Rather than do lots of calculating of angles I finally twigged to a hack of HB's face mask, replacing the normal vector with a vector from the terrain position back to the camera.
When I put it together however, a few things don't quite work as expected.
1. There's no camera assignment (not really an issue for this application)
2. The mask follows the preview camera, not the render camera (also not a real problem for rendering)
3. The mask is positioned at the origin when you generate the population
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fov of mask deliberately set less than fov of camera. This is positively freaky but looks similar to the problem illustrated in
http://forums.planetside.co.uk/index.php?topic=1537.msg15324#msg15324. I can't think of a reason why the surface shader and population density shader don't seem to correspond.
If you replace the get camera position with a constant vector everything works as expected.
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The attached TGD has everything used for this test. In the interim I can animate the constant vector as a workaround which is a big improvement on using an image map (
http://forums.planetside.co.uk/index.php?topic=972.msg10345#msg10345)