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How can I change the size / tiling of displacement maps, is it even po


rd1010

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I've been trying to figure this out for a little while now... it seems that there is no way to control the size of a displacement map / number of instances of the map used when tiling. It seems now it is defaulting to the number of polygons which makes the use of displacement maps unusable since I have one that i want to cover most of an object.. I haven't seen anything within the shop SOP to figure out how I can control this.. it only gives an option for height.

I'm finding this to be a very strange problem as this sort of thing is pretty standard in a software package like this but it is eluding me here.

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I've been trying to figure this out for a little while now... it seems that there is no way to control the size of a displacement map / number of instances of the map used when tiling. It seems now it is defaulting to the number of polygons which makes the use of displacement maps unusable since I have one that i want to cover most of an object.. I haven't seen anything within the shop SOP to figure out how I can control this.. it only gives an option for height.

I'm finding this to be a very strange problem as this sort of thing is pretty standard in a software package like this but it is eluding me here.

Hi,

Try using the UV tools to edit the UVs perhaps?

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I don't think the UV would be applicable here as I already have the UV set up for the object.. I just need to figure a way to change the number of tiled displacement maps to show for each UV area, I think I am just going to use this program called xnormal to bake the displacement maps onto the object as it seems Houdini has basically no support for using custom displacement maps.

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Thanks for the help.. actually I see now how this could be done within the UV settings.. just didn't realize this because I used to do it a different way in another program but I think doing it through the UV is actually the best way.. will also give ezz's way a shot.

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You can use a "Shading Layer Parameter" vop if you want to read the UV you have applied to the surface.

If you are using the s and t those are the parametric "uv" of the surface and they never change, although as suggested you can multiply them inside the shader to control the scale.

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