Hello people,
I'm very interested in environment creation and am currently following this tutorial: https://www.youtube.com/watch?v=QBwdDI3Rd-s [www.youtube.com]
At the scattering step I run into an issue I understand but can't resolve myself.
I am displacing my lowpoly (at rendertime) with the heightmap I baked before. But the points for the instancer are sourced from the lowpoly mesh, which doesn't align with the displacement at rendertime. I have run out of options to try and just want to know:
1. How to resolve my specific issue (if even possible with the given setup)
2. What is the "proper" way for an environment to be set up? (Baking / no baking, how to scatter etc.)
For my specific issue I tried without success:
Checking the pivot of my assets (they are at the bottom)
Using my highpoly as a source for the points.
Displacing my lowpoly with a pointvop and displace along normals (with and without manual offset)
Would be very interested to learn the solution. Thanks!
Rendertime displacement and scattering
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- SimonHertkorn
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- Joined: 5月 2022
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- tamte
- Member
- 9327 posts
- Joined: 7月 2007
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if you have N and uv on your low res mesh before scatter, your points will inherit those
then using Attribut From Map you can sample your heightmap value onto points as attribute and then using Peak you can displace them by this attribute along N, which should align with your render time displacement
then using Attribut From Map you can sample your heightmap value onto points as attribute and then using Peak you can displace them by this attribute along N, which should align with your render time displacement
Tomas Slancik
CG Supervisor
Framestore, NY
CG Supervisor
Framestore, NY
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- SimonHertkorn
- Member
- 2 posts
- Joined: 5月 2022
- オフライン
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