## Stupid

Started by N-drju, January 25, 2018, 07:14:38 am

#### N-drju

##### January 25, 2018, 07:14:38 am
There must have been some mighty strong wind out there if the rocks got bent so much.

[attach=1]

But seriously, just trying to laterally displace fake stones. Vector displacement shader is not a solution.
"This year - a factory of semiconductors. Next year - a factory of whole conductors!"

#### luvsmuzik

##### January 25, 2018, 08:25:00 am #1
what was your final multiplier? If you are using a power fractal to displace with remember that multiplies that value. check your distortion in the preview windows of the control boxes.

#### N-drju

##### January 25, 2018, 08:38:08 am #2
No, that's not it. The fractal displacement went okay but then I got that crazy idea that I can further the effect using vector displacement shader with X at -0.2 or so.

I just can't seem to get how to horizontally (laterally) displace an object with power fractal. I know it requires computed normal, but regardless where I put it, nothing happens to my rocks / displacement.
"This year - a factory of semiconductors. Next year - a factory of whole conductors!"

#### Hetzen

##### January 25, 2018, 09:29:14 am #3
Depends on how large your stones are. The compute normal or terrain needs to be of a relevant size to work out how to map your stones to be able to give you the distortion you're looking for.

So if your stones have a relative size of 1m, then your patch size in the compute node needs to be smaller than that to accommodate the scale of distortion you're applying.

#### Dune

##### January 25, 2018, 12:30:10 pm #4
Yes, and render time will increase. You could use VD without compute normal (only a XYZ scalar will sometimes help), but need some variation, and it's a bit tricky. Three or four variations (X+, X-, Z+, Z-, that sort of thing) with small vector displacement settings in X and Z from a small sized PF (color not too rough) can do something.