just_bob_2nd Posted August 7, 2021 Share Posted August 7, 2021 Hello, I've got a fairly complex layered procedural shader for terrain and was going to use Mantra's fur procedural shader to generate grass on render time. However, my guides for the grass are generated at SOP level and have no idea about crazy displacements happening in the shader. I'd very much like a avoid evaluating displacement at SOP level. I assume I've got to displace my skin and guide geometry inside the CVEX shader builders used in fur procedural shader. How would one go about evaluating and exporting displacement from a material builder and sending it to fur procedural shader? Thanks Quote Link to comment Share on other sites More sharing options...
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