![]() ![]() The fun part: going crazy with those colours.ĭouble-click the powerfractal node in the node network view. Voila, the white layer in your preview window should look grey now. Now we'll take the powerfractals (pf) output and let it go into the surface layers 'colour function' input. 'add child layer'->surface shaders->colour shaders->power fractal shader v3. If you are using the navigation tabs: goto shaders, select your surface layer and press Right-click->create shader->colour shader->power fractal shader v3. In the node network view, in the shaders group (that's where your surface layer should be) press Good, now let's actually add one of those beasts. Diving into that too deep would be too much for now i guess, and a major part about the fun behind terragen 2 is the experiments. ![]() Powerfractals are giving us just that, a fractal noise, which can be adjusted in colour/scale/kind of noise/etc. We'll be using powerfractal shaders for now, as you keep experimenting you will find other ways of colouring too. (Just keep in mind, the white layer appearance is quite usefull when we need to restrict that layer to a specific heigth/slope range - visibility!!!)Īllright, then to the colours. Now everything (except for the sky :) ) in your preview window should look white.īecause that's more boring than we had before, we're actually going to add colours now, yeah :) Then connect the base colours output into the input of the surface layer and the sl's output into the terrain input of your planet. Right-click->create shader->other surface shader->surface layer. So, you've got a terrain, it's all grey and somehow you don't get it managed to apply any colours? Then here's the place to read on.įirst, we're going to add a 'surface layer'(sl) under the 'shaders' tab. Basic texturing and object/population distribution ![]()
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