Ray Traced Objects - Displacement

Started by WAS, October 28, 2020, 08:18:11 PM

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WAS

Can you mix heightmap displacement and normal displacement? Does Terragen know the difference? For example, loading up the image map for displacement, UV it, apply displacement, and feed it to the main input of the default shader, which uses the normal map? It's hard to tell if it's working right.

WAS

It seems to be working fine at closer inspection. Couldn't remember if it was just one or the other.

Dune

I often use either procedural displacement/bump of UV-based displ/bump fed into input of a default shader, along with UV-based or procedural into the displacement slots (function or image map). It works.

WAS

Yeah it seems to work pretty good. Ive been slowly going through and updating xfrog plants in volume 1 to be more modern. Splitting the cards and subdividing trunks to get rid of creases, delighting some missed textures, and generating PBR maps for the materials. Liking the results.

Dune

So you got your XFrog stuff after all...

WAS

Yep. Finally, got plants. Been going through the OBJ versions and transforming manually, splitting, and subdividing what can be appropriately subdivided (without offsetting leaf connections or what not). Found a couple models that never seemed to be completed, never given alphas, and using their textures for alphas, which provides a broken opacity result. Huh.