afandina Posted April 16, 2016 Share Posted April 16, 2016 I am trying to mimic this effect when wind affects the ocean surface, Igor Zanic made a great Rnd, and he mentioned that he did that by mixing 2 displacements maps in the shader you can see the results of mixing is great.. I tried the following: - I wrote 2 displacements maps to the disk - in the ocean shader I found a parameter loading the displacement , I duplicate it to load the other displacement map then I duplicate the connected textures then used a mix node to mix between the 2 textures and i used a turbulance noise as a bias..I did this twice for the 2 texture nodes were connected to disp map.. check these images... BUT ... the results was too bad . Any advises on how to mix 2 displacements maps inside the ocean shader?? Regards... Quote Link to comment Share on other sites More sharing options...
davpe Posted April 16, 2016 Share Posted April 16, 2016 first of all, I think you need to fit turbnoise1 to 0>1. this noise generate values between -1 and 1, therefore your mixing doesn't work properly. otherwise it is hard to tell what's wrong as I can't see how exactly is everything put together and how the result looks like. example file would help. Quote Link to comment Share on other sites More sharing options...
davpe Posted April 16, 2016 Share Posted April 16, 2016 update: I have to correct myself. forgot that turbnoise has more noises to choose from generating different ranges. so my previous note may be irrelevant. Quote Link to comment Share on other sites More sharing options...
afandina Posted April 16, 2016 Author Share Posted April 16, 2016 Finally I succeeded to do it via Cops... Thanks davpe for your reply.. 1 Quote Link to comment Share on other sites More sharing options...
Harsh Posted August 17, 2016 Share Posted August 17, 2016 Hi Afandina. Can u explain how did you achieve it with COPs? I am trying to figure this out too. Quote Link to comment Share on other sites More sharing options...
martinkindl83 Posted August 18, 2016 Share Posted August 18, 2016 mixing displacement as you have in image should work. just make sure you are mixing correct values and doing proper math (at the end you just changing the numeric values stored in texture, nothing else). Im mixing displacement textures quite often (especially displacement + bump maps into single displacement) and never had issues Quote Link to comment Share on other sites More sharing options...
atrytone Posted December 15, 2016 Share Posted December 15, 2016 I too tried what you did afandina, how did you fix the result via COPS? Quote Link to comment Share on other sites More sharing options...
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