Another rookie question. I thank you all for your patience.
Is there a quick way to edit and imported obect surface? For instance making little bit grooved an otherwise smooth house wall?
Unfortunately the simplest "how tos"sometimes appear to be the hardest to find around...
You can use a bumpmap (imported image map) in the default shader of the object's wall part, or use a PF with appropriate sizes, and use the color(!) of it as input for displacement tab, or feed it with small displacement value into the default shader's input. PF should go through a transform shader set to world if you want world space. If not, it'll use UV space. You need different sizes for UV than for world, as Uv only goes to 1 max. In principle.
Quote from: Dune on September 03, 2020, 11:48:27 AMYou can use a bumpmap (imported image map) in the default shader of the object's wall part, or use a PF with appropriate sizes, and use the color(!) of it as input for displacement tab, or feed it with small displacement value into the default shader's input. PF should go through a transform shader set to world if you want world space. If not, it'll use UV space. You need different sizes for UV than for world, as Uv only goes to 1 max. In principle.
Thank you Dune, once again. I'll try the PF solution. Need to familiarize with all this native stuff!