DaJuice Posted September 16, 2003 Share Posted September 16, 2003 Hi folks, I'm having a little trouble with displacement shaders. I can't seem to get any ridges or indentations with my texture maps, only bumps. What I mean is, an all black texmap (rgb: 255,255,255) will not alter the surface, while any values above that will raise the surface. Is there some way that I can normalize the shader in VOPs so that a grey value (say, rgb: 128,128,128) will keep the surface even, while lower values produce dents, and higher values produce bumps? Quote Link to comment Share on other sites More sharing options...
AndrewVK Posted September 16, 2003 Share Posted September 16, 2003 "Shift Range VOP" is what you need. Texture Luminance -> ShiftRange value ShiftRange srcmin = 0 ShiftRange srcmax = 1 ShiftRange destmin = -1 ShiftRange destmax = 1 Quote Link to comment Share on other sites More sharing options...
DaJuice Posted September 16, 2003 Author Share Posted September 16, 2003 Thank you Andrew, that did the trick nicely. Quote Link to comment Share on other sites More sharing options...
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