Greeting everyone.
I have two questions about displacement in Houdini:
1. Why can't we see the displacement of shader builder in 3d viewer but can see the displacement of principled shader what is the diffrence between them?
2. If we want to put a lot of trees on a displaced ground how to bring displacing information from shader to sop level? is this a good way to use displacing nodes in point vop for example or better option exists?
Really thanks.
Two Questions about Displacement
2147 9 0- Nima
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- Nima
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- jsmack
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- mark
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- martinkindl83
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- Nima
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Thank you so much martinkindl83.
I couldn't find any tutorial about OpenGL displacement except H15.5 quick start video about this!
Therefor I don't know how to use OpenGL parameters!
I want to create a simple displacement from scratch which can see in 3D viewport.
Can you guide me a little bit more?
Thank you.
I couldn't find any tutorial about OpenGL displacement except H15.5 quick start video about this!
Therefor I don't know how to use OpenGL parameters!
I want to create a simple displacement from scratch which can see in 3D viewport.
Can you guide me a little bit more?
Thank you.
- jsmack
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What do you mean “from scratch?” The only displacement supported in the viewport is texture based, AFAIK. You can build a displacement shader from nodes, but only a single texture map can be linked to the viewport. You can link it by tagging the parameter with an opengl tag, associating the parameter with the opengl property.
It might be possible to create your own glsl shader for displacement, but there won't be any vex functions available, such as noise.
It might be possible to create your own glsl shader for displacement, but there won't be any vex functions available, such as noise.
- Nima
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