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Q: Fixing Displacement Bound


Eitht

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Morning guys,

I'm working on a project which requires me to build a molten shader, but it's displacement bound isn't going away despite installing displacement bound parameter.

It only appears at an angle then goes away when the camera looks at it head on, it kinda make sense since they are being pulled along Y-axis but i could be wrong.

Checked the normals on the grids, they are perfectly fine & i switched "UVProject SOP" from Point to Vertice - it appears that's not the problem.

Finally tried increasing Displacement Bound much higher than Scale, no good either.

A render to help visualize the problem,

http://www.vimeo.com/26483083

Attached my hip file, anybody kind enough to take a peek at it? ><

Cheers!

eitht.

post-5626-131103337238_thumb.png

post-5626-131103337869_thumb.png

post-5626-131103338458_thumb.png

03_molt_surf_sfrm_one.hip

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You actually applied displacement bounds render parameter also on the object (along with many other spare properties I assume). This one is linked to an old material and evaluates to 0. Object level properties overwrite shader properties (which is strange as I though it works oppositely, but apparently not).

hope this helps,

cheers,

skk.

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You actually applied displacement bounds render parameter also on the object (along with many other spare properties I assume). This one is linked to an old material and evaluates to 0. Object level properties overwrite shader properties (which is strange as I though it works oppositely, but apparently not).

hope this helps,

cheers,

skk.

Ahhh SYmek, you're absolutely right! Now i am remembering being told about this object level versus shader level thingy in the past & i completely forgotten there's displacement bound installed on object level, kept searching for the problem in SHOP. Hate myself...

Thanks thanks! :D

eitht.

Edited by Eitht
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... Object level properties overwrite shader properties (which is strange as I though it works oppositely, but apparently not)...

strange, I thought the same since in docs there is written:

You can properties at any of several levels, and properties at more specific levels override properties at more general levels.

The inheritance order is:

Renderer defaults – if you don’t specify a property, the renderer uses its built-in (or configured) default value.

Output driver

Camera

Objects

Primitives

Shader level isn't specified there but it seems that SHOP Properties are above Object Properties, good to know

it makes sense since object is more specific than shader (which can belong to more objects)

but if that shader was directly on object's primitives, shader's properties would be preferred then

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