Quote from: N-drju on October 10, 2018, 03:43:53 AM
Quote from: WASasquatch on October 09, 2018, 06:42:48 PM
You'd think the childs could have whatever displacement, and the limitations would only apply to the main input terrain, especially with the need of a Compute Terrain for certain functionality. And than the childs displacement would be cut at the MAIN displacements slopes, not it's own.
It sorta breaks the "Surface Layer" logic inherently by definition.
I don't really agree, because if surface layer would affect an input then an entire network would need to take whatever slope and altitude limitations are set there.
But that's exactly what's happening, N-drju...? The child network takes whatever slope and altitude limitations, no matter how big and elaborate. Applying slope limitations from the main surface to all child surface layers. That's just wrong. If I wanted too, I'd apply it to each individual surface layer within.
Again, this defeats the logic of surface layer in any program out there. They're absolute in masking unless you mask out areas, apply blending modes or displacement mixers, etc.
It also defeats the purpose of compute terrain and applying a surface over it....
This is why we have, as Matt mentioned, other slope keys that I had just forgot about.
Think of it like this... snow is used in a surface layer a lot with a offset, and it's own small displacement tufts, but snow doesn't tend to cling to such extreme slopes as default slope of 60 degrees, so you lower it to something more appropriate like 45 degrees. Now your snow is cutting off on it's own snow displacement. Lol
The default slope key is sorta just wrong for most uses. Sand, dirt, grass, snow, etc. These type-surfaces buildup on the main surfaces.
Quote from: N-drju on October 10, 2018, 03:43:53 AM
Besides, a child function is used as an alternative to an, otherwise, useless one-color surface layer. If there was just a monochromatic, global-working SL with no childs, how useful would that be?
That's how surface layers work by default... xD lol They're meant to apply colour texturing, and do not work well with child displacement. Lol