Creating displaced geo for bump?
3111 11 1- Werner Ziemerink
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Is it really necessary for Mantra to create displaced geometry when the `Bump Only` tickbox is on in the displace along normal node, when building my own shader?
I am working with a really high res geometry and this adds allot of time to the render. I just need a fine turbulent noise as bump on the surface.
I am working with a really high res geometry and this adds allot of time to the render. I just need a fine turbulent noise as bump on the surface.
- jsmack
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No, you need to not have a displacement shader though. The default ‘wrapper’ material will include a displacement shader if you don't actually have one, unless the terminal node is one that explicitly doesn't such as a collect vop with only surface input. To indicate force no displacement shader, add the material property “shop_disable_displace_shader”, and flag it on.
- Werner Ziemerink
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- Werner Ziemerink
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- 1265 posts
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- Werner Ziemerink
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- jsmack
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- Werner Ziemerink
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- mzigaib
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- jsmack
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Make sure you aren't applying a displacement shader. If you apply a ‘bare vop’ as a material, it will automatically create an empty displacement shader, which can lead to that problem. To force NO displacement shader, you can use the render property ‘shop_disable_displace_shader’. If you were relying on a displacement shader to do bump, note that this will disable that as well. If you displacement shader only performs bump, be sure the use the render property ‘vm_truedisplace’ with it set to False.
Edited by jsmack - Dec. 7, 2017 16:11:30
- mzigaib
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Thanks for the feedback, here what I am doing and I noticed a strange behavior in Houdini.
If I use a classic shader and collapse it on a material shader builder because I want more stuff inside it automatically starts to create displacement geo on my packed objects that shouldn't happen right? I didn't test on non packed geometry.
Any tips besides change to Principled shader?
I am using 16.0 build 736.
If I use a classic shader and collapse it on a material shader builder because I want more stuff inside it automatically starts to create displacement geo on my packed objects that shouldn't happen right? I didn't test on non packed geometry.
Any tips besides change to Principled shader?
I am using 16.0 build 736.
Edited by mzigaib - Dec. 7, 2017 21:06:57
- jsmack
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It doesn't matter which shader you use inside the material builder. Either disconnect the displacement wire, or make sure the render properties from the classic and principled shader are transferred to the properties node created when collapsing. Currently only the displace bound property is automatically transferred, but you will need the “shop_disable_displace_shader” property that is invisible on the classic and principled shaders if you want your new material to behave the same with displacement inactive.
- mzigaib
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