T-U - Ok Martin,no problem.
Nice experiments Ulco.
Have you tried image based displacement as a base for
the modeling in mudbox already?
Please let me explain my view and why I think vdisp in TG
might be a solution.I'll try to keep it short.
Is the noise as such 3D or not? I say it is.
Apply a single PF as a density shader to a cloud shader and
what you get is a visual representation of the structure of
the noise.Not the displacement or so,just the pure noise
structure.
[attach=1]
If you examin these structure(s) closely you will see that it's
true (virtual) 3D and not 2D projections on every axis or some-
thing like
that.You wouldn't get those arches and caverns with
a 3axes 2D projection.(If you don't believe that,try it,it's posssible
to try that in TG,too).
Then we have our planet,which - from my point of view - is a
procedural sphere or in other words a hollow ball with a sort of
membrane as
surface.It's cutting through the noise.
[attach=2]
This membrane is displaced then.And this is where the problems are.
The usual displacement we see in TG is as far as I understand it
not vector displacement,but simple displ that can be compared to
how a heightfield is displaced,not exactly,but in a way at least.
(we have a conversion node displacement to vector,this also
suggests a difference)
Think of vacuumforming with a rather stiff material.
You won't get much undercuts and stuff that way.A more flexible
material is needed - in our case vdisp - to get more detail,namely
undercuts/overhangs and cavities and so
on.No holes,though.
Due to the closed surface nature of our membrane we also won't
get holes in TG,but cavities and overhangs are dfinitely possible
with vdisp.
If you think along those lines and examine the images you can get
an idea where some of the distortions come from.(try the cubic noise
on clouds also to see that)
My conclusion is that we need a way to convert a noise into vector
displacement,the nodes needed are there already.
Or better how to specify a special shape and where it's desired to be
located and things like that.Seems to be quite complex,but maybe it
turns out to be rather easy,who knows.
It would be nice to have a working example file to learn from and
personally I hope Matt will give us a hint at least.
All of the above might be wrong of course,at least it's incomplete.
And please excuse may laymenship.