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Support => Terragen Support => Topic started by: WAS on October 28, 2020, 08:18:11 PM

Title: Ray Traced Objects - Displacement
Post by: WAS on October 28, 2020, 08:18:11 PM
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.
Title: Re: Ray Traced Objects - Displacement
Post by: WAS on October 28, 2020, 09:14:22 PM
It seems to be working fine at closer inspection. Couldn't remember if it was just one or the other.
Title: Re: Ray Traced Objects - Displacement
Post by: Dune on October 29, 2020, 04:28:07 AM
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.
Title: Re: Ray Traced Objects - Displacement
Post by: WAS on October 29, 2020, 01:44:08 PM
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.
Title: Re: Ray Traced Objects - Displacement
Post by: Dune on October 30, 2020, 03:17:30 AM
So you got your XFrog stuff after all...
Title: Re: Ray Traced Objects - Displacement
Post by: WAS on October 30, 2020, 01:54:28 PM
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.