LFX Posted December 7, 2010 Share Posted December 7, 2010 (edited) 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. 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 December 7, 2010 by LFX Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted December 8, 2010 Share Posted December 8, 2010 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. 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. Quote Link to comment Share on other sites More sharing options...
LFX Posted December 10, 2010 Author Share Posted December 10, 2010 Thank you for the clarification. Because I have no UVs, and didn't plan to make some, I tinker on a SOP solution and got pretty far, so far. Quote Link to comment Share on other sites More sharing options...
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