calculate curvature/dirt mask prior to displacement

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I like the look I'm getting with my surface shader alone, but when adding displacement, the dirt map in particular changes quite a bit…

Is it possible to get the curvature and dirt mask values from the original P/N before being displaced when using displacement along normals?

I tried using a rest P (rather than global P) but that seems to fail with the dirt mask, also seems ticking on the ‘generate code for this node last’ on the output node for displacement doesn't reorder the actual calc.

Thanks!
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