How to add Displacement Map to Cliffs

Started by edb3_16, January 11, 2026, 02:01:47 AM

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edb3_16

Hi, I have been having some issues trying to figure out how to correctly add displacement maps, and textures, on the verticals cliffs. I am trying to add textures and displacement and have it projected correctly on the vertical cliffs (projection like the Tri-planner projection). Anyone know of how I can set this up?
Thank you

Dune

You need a compute terrain for the major cliffs, and after that you can add lateral displacements by redirect (XZ, using displacement power fractals), or vector displacement shader with color/greys as input. The smaller you make the patch size of the compute terrain, the sharper/more defined the laterals can be. A compute normal can also be used. 
I made you a 2 minute sample. You can play with the order of stuff and masks and such.

edb3_16

Thanks! I like how you are using rock shader to displace the sides... A part that I was missing was making the patch size smaller in the compute terrain. I think I got the displacement using texture maps figured out (I think lol, I am still not sure if I have the texture displacement mapped correctly to displace on every side on the cliffs). What I am still having issues with is adding a Color texture to the cliffs and mapping it so there is no stretching. Plan and side projections leave the texture of some sides of the mountain cliff stretched. I assume the cylindrical projection should work in this case, but for some reason it is all stretched horizontally, moving the center point didn't help.
Thanks again for your help!
Ed

Dune

You're welcome. Image maps are difficult to project right, but indeed, for vertical cliffs I've used cylindrical as well, just make the X (I think) pretty small or it gets stretched over the whole terrain. I've also used a merge of several projection directions, over X, over Z and over Y, mixed by blue node or merge by merge shader, but you get some hazy overlap. Might not be bad for rocks.
Fake stones are awesome, use a transform shader (set to world) after one and it will be a real rock, otherwise it won't bulge. Mix, stretch, add, etc.
Use XYZ shader as well, it will fix displacements (so smoothing in a surface shader keeps everything before it as it was) and project (procedural) colors right. Lots to experiment with.

edb3_16

Using cylindrical projection and setting the X to a small number fixed the issue I was having. Will have to try to merge several projections, just not sure how to set up the mix controller to blend them together properly. Hopefully Terragen 5 will have an option for an easy tri-planer projection!
Thanks again for your help and giving me ideas with stuff to experiment with!