QuoteCan you show how it should look?
I can't get it to work, so without painting it, I am not sure how to show how it should look. Also, the file that I provided isn't the scene I am working on. It is just a test scene to show the basic problem. But it seems to me that you should be able to retain the basic mapping of the image while getting some strata displacement with the given constraints, in this case, limiting it to the upper half.
QuoteIf you're displacing your terrain beyond what was done in Zbrush, it is unavoidable that the textures won't line-up, right?
Is it truly unavoidable? If this is definitely so, I'd like to know that, so I don't waste any more time trying.
Here is what I am trying to do. For the Iceland contest, I am putting together a scene that includes a mountain very similar to Kirkjufell:
https://www.google.com/search?q=kirkjufell&biw=1920&bih=940&source=lnms&tbm=isch&sa=X&ei=lLPaVLzFJpOtyQSToIKgCw&sqi=2&ved=0CAYQ_AUoAQI don't have World Machine or any other software capable of erosion. I hope to win myself a copy! So I figured I'd manually do it in ZBrush. But I found that producing the strata layers is quite a pain in ZBrush and you need a very high resolution map to get enough crunchy detail in the rocks. So I got the basic shape of the mountain minus the strata layers that are exposed near the top of the mountain. I manually sculpted the erosion for the lower region and a basic starting point in the upper region for TG's strata shader. And the reason I use a vector displacement rather than a height field is that there are some places in my mountain that have a little bit of overhang. Also, I am not sure how to produce a good high resolution height field map from ZBrush. I am sure there is a way.
When I bring the mountain into TG as a vector displacement and then apply a strata shader with the right setup, it looks rather nice. The strata is limited to the upper portion of the mountain. And honestly, I don't care what happens to the texture map right in the exposed hard layers of rock, as I am replacing the color in that area anyway in TG, using a fractal texture that is slope constrained to the vertical parts. But the base of the mountain looks too plain. And procedural shading, as far as I know, won't allow me to color in a way indicating nice rock flows under the hard layers and other color variations that are related to the topography of the mountain. So I figured I'd paint a map for it in ZBrush. But, it doesn't seem to work.
In my mind, it seems that the software should allow something like the following sequence of events:
1.Map texture flat on undisplaced ground.
2.Displace the surface according to the vector map, carrying the above image information with it, such that each pixel in the vdisp map is tied to a pixel in the color map.
3.Further displace this surface with the strata layer constrained by a distribution shader that limits it to the upper part of the mountain, possibly distorting the heck out of the texture where the hard layers and maybe even mesa buildup are. That's okay because the color I am trying to map isn't in the strata area anyway. It is below where the strata layers are not.
But, TG doesn't seem to do what I expect. When the strata layer is working along with its distribution shader, my texture is badly tilted. The funny thing is that if I disable the distribution shader that constrains the strata shader, the strata distortion works and the texture remains in its proper place. This is with the compute terrain node removed. But of course, without the distribution shader, the strata is everywhere. But as soon as I plug in the distribution shader as a mask on the strata shader, the strata completely disappears. If I stick the compute terrain node back in, between the vector displacement and the strata shader, the strata shows back up and works like it should, but my color map becomes misaligned.
The fundamental problem seems to me to be that for a distribution shader to work, you need a compute terrain node above it, but without a vector displacement node in between. But a color map on a vector displacement won't align properly if there is a compute terrain node anywhere below it. So there is a conflict.
I can't seem to make it work. But I don't understand the whole node network very well yet. So I hoped that someone else might know of a way around this.