Hi All
I have come across a problem with TG3 which involves displacement and it's consequences for masking. Take the following simple node network
[attachimg=1]
The output from a SSS is redirected and warped to give a canyon, the same output is taken as a mask for a surface shader. Now look at the following outputs.
Firstly at -10 displacement
[attachimg=2]
Looks good just what you would expect.
Now at -50 displacement
[attachimg=3]
some mismatch begins to appear.
[attachimg=4]
-100 the mismatch is now severe and increases as displacement increases.
I've noticed this before but it's only now that I've been working on a canyon with big displacements that the problem shows up.
Notes:
1) You can replace the compute terrain with a compute normal ( or even do away with it!)but this has a major effect on lateral displacements and on altitude distribution settings in the surface shader. It seems the input to the compute terrain and the output in terms of displacement are different.
2)Using the internal displacement of the SSS makes no difference , nor do any of the other settings in the SSS
3) I've tried using a compute normal and vertical only displacement but this has no effect either.
4) The real problems start when you try and mask populations using the mismatched output from the compute terrain and the SSS
I have spent several days on this and as far as I can see, there is no real solution to this, so any input gratefully received but I think there is an internal problem with the program that needs sorting. But knowing how stupid I can get it could just be me!
Mick