adamr Posted October 10, 2016 Share Posted October 10, 2016 I am working on a destruction sim, I have been given a lower res Z-brush sculpt which I displace at rendertime. If I apply the map to the voronoid geometry the inside pieces and outside piece tear away from each other as the geo is not inheriting the maps displacment. I am currently getting over this by transferring the normals and uv's from the cliff mesh to the inside with a blend mask mixing the original normals, whilst it's doing the job it's causing a lot of artifacts, especially on the edges. I've attached an example file on a cube where I am trying to get the the inside pieces inherit the displacement from the outside. The aim would be to have a the texture based displacement on the outside and nearest points, and then blend to a noise based displacement. Any ideas for workflow? displacement.zip Quote Link to comment Share on other sites More sharing options...
adamr Posted October 10, 2016 Author Share Posted October 10, 2016 So, looking a bit more into it, I think the that issue is transferring the UV's. But this is where I am stuck, I imagine I may have to segment the UVs nearer the surface. Any clean and clever tricks would be helpful... Quote Link to comment Share on other sites More sharing options...
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