Started by fleetwood, June 05, 2013, 11:52:15 am
Quote from: fleetwood on June 05, 2013, 08:34:25 pm The problem is still exactly the same, which is to say that Y Offsets appear to lift or lower the entire visible planet surface. They do not move the displacement relative to the surface which was what I expected.The displacement still sits above the new surface instead of level with it.It is entirely likely that I misunderstood, but I thought that one purpose of the offset was to negate that obvious "block" that the vector displacement generates and bring it down level with the surrounding surface. Here is a new render with Y Offset set to -100.The only effect of this appears to be to cause the entire planet surface to be lowered by -100 meters.
Quote from: fleetwood on June 07, 2013, 05:14:50 pmI finally had a bit of success at least in the matter in getting this vector displacement to sit level with the ground *.I should say that this exr displacement map I'm using is nothing fancy, just a crude one I made in the sculpting features of C4D using the RGB (xyz object) option.Essentially in Terragen I have subtracted 0.25 from the X,Y,Z vectors. But it did not work until I first broke them separately, while keeping them as vectors. I found the amount 0.25 by trial and error.I piped the Image Shader to a Multiply Vector 0,1,0 to eliminate the green and blue and isolate the Y green part of the vector.Then used a Subtract Vector of 0,0.25,0.I did a similar process on each of the X and Z vectors isolating each one separately and then subtracting 0.25.The three portions needed to be sent to the inputs of a Build Vector and then on to the Vector Displacement Shader.Kind of messy but, haven't been able to further combine or simplify without spoiling the displacement.( * overall planet surface altitude is still modified by this method)
Quote from: fleetwood on June 07, 2013, 05:14:50 pmI did a similar process on each of the X and Z vectors isolating each one separately and then subtracting 0.25.The three portions needed to be sent to the inputs of a Build Vector and then on to the Vector Displacement Shader.