Image map shader - Projection type problem

Started by j meyer, May 28, 2013, 11:00:58 AM

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j meyer

Hi,
while testing that VDisp stuff I came across the following.
I'll show you with pics,seems to be easier than a long winding description.
First is Plan Y which works like expected (just for completeness)
[attachimg=1]

side X
[attachimg=2]

[attachimg=3]

and Size Z first is as close I could get it,the others show what happens else
[attachimg=4]

[attachimg=5]

[attachimg=6]

My question is,is that really the way it's supposed to work?
Or am I doing something wrong?
Or...

Matt

I don't know why it's doing that. Can you post the TGD so I can understand what's happening?

Matt
Just because milk is white doesn't mean that clouds are made of milk.

Dune

Works fine for me.

j meyer

Here is the TGD.

Ain't that the Alpha version,Ulco?
Mine is just the normal 64-bit version.

Dune

No, I specifically opened in the public version. At least I think so  :-\

Matt

It's caused by the Compute Terrain's gradient patch size (although it at the default) being quite large relative to the size of the image projection size. The texture coordinates are being distored slightly because of this. You can fix the problem by using a Transform Shader with "use world position" checked, and plugging the Image Map Shader into its "Shader" input. You can also try using a smaller patch size in the Compute Terrain.

Matt
Just because milk is white doesn't mean that clouds are made of milk.

j meyer

Thanks Matt,I'll give it another try then.