Hi, I already sent a RFE to Sidefx about this (#140766), but I wanted to know if anyone has a workaround. Right now, the displacement gets calculated before the shaders are being processed. Which means that if I have a procedural mask using N in world space (MtlxNormal) for example, it will calculate it using the displaced geo instead of the pre-displaced one, which is not something I want in many cases. It makes doing procedural masking a bit inconvenient as the displacement completely change the way the Mtlx Normal, Curvature or any other utilities are working. One solution would be to bake, or precompute them in SOP first, but in my case it is not viable as I need to generate them on the fly. Did anyone face this and had a workaround for the time being? Would be amazing to have the ability to decide what cam get computed before displacement!
EDIT: added a quick exemple using a shader mix using a N mask
Cheers!
Compute Mtlx utilities before displacement
694 1 1-
- tbattistetti
- Member
- 4 posts
- Joined: July 2017
- Offline
-
- tamte
- Member
- 9271 posts
- Joined: July 2007
- Online
-
- Quick Links