Is there anyway to invert the displacement of a shader?
You can use negative displace value, or try rotation with the transform input shader set to world final postilion. If a Power fractal is a mask, just mask as coverage then invert it. Not quite sure which direction you are going......
Quote from: luvsmuzik on March 11, 2018, 09:06:24 PM
You can use negative displace value, or try rotation with the transform input shader set to world final postilion. If a Power fractal is a mask, just mask as coverage then invert it. Not quite sure which direction you are going......
Literally inverting the final displacement of a shader set. Rotation would be a way, but it would mirror the displacement in the wrong orientation.
Convert Displacement to scalar/vector and invert then convert back?
- Oshyan
Quote from: Oshyan on March 11, 2018, 11:21:39 PM
Convert Displacement to scalar/vector and invert then convert back?
- Oshyan
I totally forgot about inverse scalar. How would one convert scalar back to a correct displacement without... oddities? Seems when converted to scalar the exact geometry of displacement is lost. I'm converting to scalar, inversing, and piping into a displacement function.