Hi!
I'm following the next tutorial to create a black pyrite: https://vimeo.com/145341426 [vimeo.com] . In te minute 16:50 of the tuto, they use a custom displacement attribute to just affect some areas, using the node parm with the dispArea attribute connected to the scale of the displacement inside de the Mantra Shader. The problem is that the Mantra shader no longer exists in the version 17.5, which is the one I'm using, so I tried using the Principle Shader but I dont know where I have to connect the dispArea parm to get the same result, in my case the noise affects to all the surface. Can somebody help me to make this with the Principle Shader instead of the Mantra Shader?
Big Thanks!
Connect custom displacement attribute to a Principle Shader
1132 1 0- Damn_daniel
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- tricecold
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you can unlock the shader “allow editing”. At the bottom you have the displacement network. bin in your attribute and multpoy it with the wire that goes into on of the displace nodes scale input.
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CG Supervisor/ Sr. FX TD /
https://gumroad.com/timvfx [gumroad.com]
www.timucinozger.com
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