cudarsjanis Posted March 9, 2020 Share Posted March 9, 2020 Hey guys. Any idea how I could get render time displacement, based on values of points that I scattered on the surface? This is a simple scene of what I`m trying to achieve. Basically I have sourceprimnum and uv values on points and I just need to transfer those values to UV maps I think so I could use them in redshift to drive displacement. I tried using geomerty to bake displacement maps in COPs and it works, but original geometry is would have to be subdivided too many times and would get way too heavy for what I`m after. Any ideas how I can do that in render time? I`m gonna use Redshift, but that doesn`t really matter. Cheers Janis displacement2.hip Quote Link to comment Share on other sites More sharing options...
cudarsjanis Posted March 27, 2020 Author Share Posted March 27, 2020 (edited) bump This is a very good tutorial about how to do it, but Cannot wrap my head around of how to do it based on UVs .. Edited March 27, 2020 by cudarsjanis Quote Link to comment Share on other sites More sharing options...
vicvvsh Posted March 30, 2020 Share Posted March 30, 2020 Hey Janis, did you try to use your points as point cloud instead of transfer a value from scattered points to uv? You can save these points on a disk and read desired value from them inside a shader. I don't know if it is possible in Redshift though. 1 Quote Link to comment Share on other sites More sharing options...
cudarsjanis Posted April 2, 2020 Author Share Posted April 2, 2020 On 30/03/2020 at 5:18 AM, vicvvsh said: Hey Janis, did you try to use your points as point cloud instead of transfer a value from scattered points to uv? You can save these points on a disk and read desired value from them inside a shader. I don't know if it is possible in Redshift though. I ended up just using Cd from geometry. so it`s ok for now. just need to subdivide geo a lot. I`ll get back to this one when I have time. as it is working for now. Thanks Quote Link to comment Share on other sites More sharing options...
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