Hi!
I'm trying to figure out how to use the displacement generated from an “ocean evaluate” with a basic liquid shader. Just plugging the generated texture on the liquid shader brakes the geometry … where is my problem? I suppose it's something with the UV but, can't understand how to make it works the right way…
Ocean displacement on basic liquid shader
4138 8 1- merlino3d
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- Sadjad Rabiee
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To learn it , Just add an Ocean setup from shelf tool , Then generate Displacement Map with fetch_export_ocean in the Out network.
After generation process , add a Basic Liquid shader for ocean_surface , then use these generated displacement maps in the hard disk for this shader and set Displacement scale to 1 , You should see Displacement for now !
Is it work for you ?
After generation process , add a Basic Liquid shader for ocean_surface , then use these generated displacement maps in the hard disk for this shader and set Displacement scale to 1 , You should see Displacement for now !
Is it work for you ?
- merlino3d
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- merlino3d
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- Sadjad Rabiee
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- 1391 posts
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- Sadjad Rabiee
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- merlino3d
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Wow, thanks Joker!
Actually the main problem was that my geo isn't a simple grid, but a rigged wave so when the two sides of the wave are near each other the displacement by luminance makes the two sides interpenetrate themselves. Using the XYZ options appears to be the correct one.
Many thanks for the support!
Actually the main problem was that my geo isn't a simple grid, but a rigged wave so when the two sides of the wave are near each other the displacement by luminance makes the two sides interpenetrate themselves. Using the XYZ options appears to be the correct one.
Many thanks for the support!
- Sadjad Rabiee
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- 1391 posts
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merlino3d
Wow, thanks Joker!
Actually the main problem was that my geo isn't a simple grid, but a rigged wave so when the two sides of the wave are near each other the displacement by luminance makes the two sides interpenetrate themselves. Using the XYZ options appears to be the correct one.
Many thanks for the support!
That's good tip :wink:
- merlino3d
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Ok, now I'm here with a new question … about the same shader:
It's all working the right way BUT I want the possibility to scale the true displacement and it seems isn't working. I can change “Displacement scale” but nothing changes
Remember that the map is generated from an ocean node so XYZ displ is enabled.
I can't understand why the scale doesn't work … any idea?
Thanks in advance
(Kind of) SOLVED:
In the shader (originally a Mantra Surface) after the “Texture value” node I put a MULT, 1st input the “Texture value”, 2nd input the already existing Displacement Scale (dispScale). This way it works. Anyway am I doing something wrong? Shouldn't works that way by default?
It's all working the right way BUT I want the possibility to scale the true displacement and it seems isn't working. I can change “Displacement scale” but nothing changes
Remember that the map is generated from an ocean node so XYZ displ is enabled.
I can't understand why the scale doesn't work … any idea?
Thanks in advance
(Kind of) SOLVED:
In the shader (originally a Mantra Surface) after the “Texture value” node I put a MULT, 1st input the “Texture value”, 2nd input the already existing Displacement Scale (dispScale). This way it works. Anyway am I doing something wrong? Shouldn't works that way by default?
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