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Why is my limit mask crashing Mantra?


LFX

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This network crashes when I input a procedural limit mask in the bumpnoise. I can put the displacement amount in the color output and see that the limit mask has no effect.

post-4403-129173659788_thumb.gif

Edit: Just bypassed the occlusion and it not crashes. So is occlusion a bad thing for displacement, as it's only calculated for the camera rays?

DispCrash.hipnc

Edited by LFX
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This network crashes when I input a procedural limit mask in the bumpnoise. I can put the displacement amount in the color output and see that the limit mask has no effect.

post-4403-129173659788_thumb.gif

Edit: Just bypassed the occlusion and it not crashes. So is occlusion a bad thing for displacement, as it's only calculated for the camera rays?

the occlusion process is run as a surface shader not as a displacement which runs first, in h10 you wouldn't have been able to call that node in the displacement network. I tried doing that to make a procedural rust shader. If you want to use the occlusion in your displacement network, you'll have to bake it out as a texture. There is a chance you can bake it out to a point map, but I'm guessing it may be the same problem. in h11 it is a lot easier to bake out texture maps so I would suggest that route.

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