Started by fleetwood, June 05, 2013, 11:52:15 am
Quote from: fleetwood on June 07, 2013, 08:00:15 pmThanks, Matt for the insightsI am using an EXR format map which is built on a plane object in C4D.The background of the EXR is gray in a viewer.I have been using the colour setting Data is Linear in every render.I did try the most straight forward connections first Just can't find one that works.I am trying your suggestion of one Add Vector of -0.25,-0.25,-0.25.I have placed it directly between the Image Shader and the Vector Displacement.It is producing the same "block" effect I want to get rid of.
Quote from: fleetwood on June 07, 2013, 09:04:38 pmI don't see any offset options on the C4D side.My hunch is that the nodes I came up with work because they cause offsets to balance in the middle.I think that is the reason that the value 0.25 works instead of the more logical 0.5.It seems that the vectors from the image are lowered by 0.25 while the planet is lifted by 0.25 (verified that Alt is 2.5m in the flat in the preview window, plus it can be seen in the render by the position of the Blue sphere located at 2.5 meters altitude). I do know that my method only works with the individual X,Y,and Z vectors fed into the Build Vector.I wonder if what happens inside the Build Vector when it is fed vectors is key.Attached is the TGD with the EXR file I'm using if anyone would like to fool with it.
Quote from: fleetwood on June 08, 2013, 01:08:32 pmYes that's it !Thanks Dune Using the Vector Displacement as the child of a surface shader and blending back in a single Add Vector using blend as coverage allowed eliminating all of the extra nodes and keeps the planet at 0 altitude.
Quote from: Dune on June 09, 2013, 03:14:10 amA simple shape shader of 10x10 will as well as a blender.