Fake Stone Color Problem

Started by leafspring, February 19, 2010, 09:47:38 AM

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leafspring

Hi,

I'm kinda stuck here with my FSS. Up to now I have my basic procedural terrain with some strata, outcrops and power fractals and under the shader tab my base colors as well as some sand colors. Now I added a fake stone shader displacement but the result wasn't what I expected. Per default the stones are white and whenever I used them before they were white when rendered. But this time they are mainly colored in the base colors (see attachment). I've attached a 'node shot' of my shaders as well since I'm pretty sure I messed something up but can't figure out what.  ;D

Any help appreciated. :)


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cyphyr

Hi Rimmon
Try placing your FSS as a child shader of a new surface layer. You should then be able to shade the FFS independently of the preceding layers.
Hope this helps
Richard
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leafspring

#2
Thanks a lot, it helped. :)

Edit: Oh well, I broke it again.
Seriously, the moment I added my distribution shader to the new FSS again, the color disappeared. I'd understand that if I hadn't checked 'Blend as stone density' under 'Blend by shader', but I did. Shouldn't that leave the color untouched?
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Matt

In your distribution shader or surface layer, if you set altitude key to "Position in terrain/texture" and slope key to "Terrain normal", this should align the colour with the displacement.
Just because milk is white doesn't mean that clouds are made of milk.

dandelO

#4
Matt: Where is the "Position in terrain/texture" setting for surface layers?

EDIT: It isn't in a surface layer, it's only in the distribution shader.