Jump to content

2 types of displacement on voronoid geometry


Recommended Posts

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?


Link to comment
Share on other sites

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...

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Create New...