hatrick Posted February 13, 2011 Share Posted February 13, 2011 hello, As i don't know much about the insides of vopshops i wonder how to build a layered displacement material in houdini 11. Some people talk about the surfacemodel but i could'not figure out how to set it up correctly. colortexture layering would also be interesting after all vexlayer-materials of H10 are disabled in H11. thx Lucas Quote Link to comment Share on other sites More sharing options...
Nerox Posted February 13, 2011 Share Posted February 13, 2011 Hi Lucas, Why don't you simply use a mix VOP? Inside the Surface Model there is a node called textureDisp Quote Link to comment Share on other sites More sharing options...
Nerox Posted February 13, 2011 Share Posted February 13, 2011 I don't know why but not the full text is published, it continues below: ---- This node handles the placement of the texture map onto the geometry based on the UV coordinates. The simplest method is to copy/paste this node and wire the two outputs through a Mix VOP. Then by middle clicking on the interpolation bias input of the Mix VOP you can create a parameter which will show up on the top level of the Mantra Surface Node. You can use this parameter to blend between the two maps. If you want to take this to the next level you can also use any attribute which lives on the geometry to drive this mix node, so you can paint on the geometry where you want the blend to happen and how much for instance. Cheers, Quote Link to comment Share on other sites More sharing options...
hatrick Posted February 13, 2011 Author Share Posted February 13, 2011 I don't know why but not the full text is published, it continues below: ---- This node handles the placement of the texture map onto the geometry based on the UV coordinates. The simplest method is to copy/paste this node and wire the two outputs through a Mix VOP. Then by middle clicking on the interpolation bias input of the Mix VOP you can create a parameter which will show up on the top level of the Mantra Surface Node. You can use this parameter to blend between the two maps. If you want to take this to the next level you can also use any attribute which lives on the geometry to drive this mix node, so you can paint on the geometry where you want the blend to happen and how much for instance. Cheers, thanks a lot ... great! Quote Link to comment Share on other sites More sharing options...
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