MAYA_ Posted December 9, 2017 Share Posted December 9, 2017 I have a plane I am scattering some points on and eventually, I will instance geometry onto those points. The plane has a shader on with displacement which is fine but it causes my geometry to be covered by the displacement in some instances. Is there any way I can translate my points with the displacement so this doesn't happen? I am grateful for any suggestions Quote Link to comment Share on other sites More sharing options...
AntoineSfx Posted December 10, 2017 Share Posted December 10, 2017 20 hours ago, SquirkyTurtle said: I have a plane I am scattering some points on and eventually, I will instance geometry onto those points. The plane has a shader on with displacement which is fine but it causes my geometry to be covered by the displacement in some instances. Is there any way I can translate my points with the displacement so this doesn't happen? I am grateful for any suggestions Yes. See the paragraph Making scattered points stick on changing geometry in the scatter node documentation. Quote Link to comment Share on other sites More sharing options...
Noobini Posted December 10, 2017 Share Posted December 10, 2017 cannot see how it will work for shader displacement... Quote Link to comment Share on other sites More sharing options...
MAYA_ Posted December 11, 2017 Author Share Posted December 11, 2017 17 hours ago, Noobini said: cannot see how it will work for shader displacement... Yeah, I looked at the documentation but I don't see how I can apply this to my specific problem. Any chance you could elaborate @AntoineSfx? Quote Link to comment Share on other sites More sharing options...
chrisdunham95 Posted December 11, 2017 Share Posted December 11, 2017 Perhaps bring in whatever displacement is happening in your shader into a point vop and applying it to your particles/points position just after scattering perhaps? Quote Link to comment Share on other sites More sharing options...
TheDude Posted December 11, 2017 Share Posted December 11, 2017 So once you've got your points on your deforming geometry, you can then inherit your UVs from the object, and displace by the texture 1 Quote Link to comment Share on other sites More sharing options...
MAYA_ Posted December 12, 2017 Author Share Posted December 12, 2017 Thank you guys! Quote Link to comment Share on other sites More sharing options...
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