Hi all,
It's been a long time since I used TG and so my knowledge is rusty. Am I misunderstanding the natural way displacement of a PF works?
If a terrain with a base color (say orange) is input into a PF, and the PF has only an Apply High Color checked, so that the PF is "clear"
where the low color would be (so that the orange base color is passing through), if the PF's Displacement is applied,
that displacement does NOT seem to be linked to the PF's high color boundaries. Rather, it seems that the PF's displacement ends up over the entire surface, even where the PF itself has no color (where its low color would be).
Is this the natural way it works?
It would seem logical to me that the PF's displacement would be created from a grayscale value of the PF's Colors,
so that if the PF did not have a High or a Low Color applied, the PF's displacement would be blank at that point,
and when the PF's color was white, the displacement would be the maximum value of the Displacement amplitude,
and when the PF's color was dark gray or black, the displacement would be reduced down to zero.
Does it NOT work this way?
If not, how do I need to connect the nodes in order to create this type of logic? Use a Displacement Shader node? Mask the displacement somehow with the same PF color node?
Thanks,
Matt