This Shader is Primarily for use in Blender 2.78+ As it uses the Adaptive SubDiv Displacement. This works really well with the Ant Landscape addon (just enable it in user pref's). It takes the Normal values and the 'Pointiness' of each mesh, maps the rock texture to faces where the normal value is Blue (Global Z axis) and the ground texture to the Red and Green (Global X/Y axis) Normal values.
DO NOT USE THIS ON HIGH POLY MESHES! You will kill your PC. It's best to use on meshes of 50k and less with the Adaptive sub set to Dicing scale 2+ and the global Geo set to 8 or less sub's and Dicing of 2 or more.
Have Fun :)
Hm. It seems cool but it won't render.. Any ideas what's wrong? I've activated And Landscape.. Settings are otherwise as supplied..
Hi. So sorry for the late reply.
If it's not rendering you need to select "experimental" in the render panel and not supported.
When you do this. Make sure that your "dicing" option is set to like 2 or higher
Hello rickietee10, I have recently tried your terrain shader and love it. I am wondering if there is a way to make the shader dark like dirt instead of sand/dust? Just in the flat parts
Hi, sorry about the late reply. I've been working away in Finland.
If you want to adjust the colours of dirt, then you'd just need to add a hue node and then add a mix colour node after that; set the mix to either add or overlay and in the bottom socket choose a dark brown colour with the top socket the noodle that's connected straight from the texture or hue. Like:
(TEXTURE) - - - - - (MIX TOP CONNECTION)-{} - - (OUTPUT) (MIX BOTTOM/BLACK)
Great model I like the way it catches the light.