just edit your first post inm advanced mode ;) nice shader work about your texture coordinates, why do you split up the tex coordinates in R and G? you could easily just multiply the texcoords with the appendvector of 2 inputs, dunno if it saves instructions but its only 5 nodes as compared to your 7 and does exactly the…
This is actually a double post, the original post was at the thread MoP was talking about. That thread helped me out so i thought i'd chronicle my R&D in that thread as well, mainly because i had to give those guys credit for helping me out. However this thread is my personal documentation not only for myself but for you…
this works great on the material side, but when it comes to deforming the geometry, if you use this method, be careful because there is an original plane that is calculated for collision, so if you deform it too much, you'll see objects walking right through the terrain.…