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General => Terragen Discussion => Topic started by: WAS on March 11, 2018, 08:03:20 PM

Title: Invert Displacement
Post by: WAS on March 11, 2018, 08:03:20 PM
Is there anyway to invert the displacement of a shader?
Title: Re: Invert Displacement
Post by: 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......
Title: Re: Invert Displacement
Post by: WAS on March 11, 2018, 10:30:23 PM
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.
Title: Re: Invert Displacement
Post by: Oshyan on March 11, 2018, 11:21:39 PM
Convert Displacement to scalar/vector and invert then convert back?

- Oshyan
Title: Re: Invert Displacement
Post by: WAS on March 12, 2018, 02:52:28 PM
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.