j00ey Posted October 17, 2017 Share Posted October 17, 2017 Has something changed with the new H16 mat way of doing displacement that would cause problems with point cloud lookups? I have a shader [a modified classic shader] in which I'm looking up a point cloud to get some wetness and colour attributes and it works fine without displacement. As soon as I switch that part on though, all the wetness etc vanishes. I'm sure when I've done this before it just worked but I'm clearly missing something. I'm transforming global P from current to object space to do the pc lookup, I don't recall having to do any compensation there for the fact that the geo is displaced. Does anyone have any pointers..? Quote Link to comment Share on other sites More sharing options...
j00ey Posted October 18, 2017 Author Share Posted October 18, 2017 I figured this out, i guess I must have figured it out last time and just forgotten... I made a scene file in case it's useful to anyone. The pc file needs to go in a 'cache' subdirectory of wherever you download the scene to, ie $HIP/cache/butterfly_pts.pc butterfly_pts.pc displacement_pcLookup.hip 2 Quote Link to comment Share on other sites More sharing options...
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