Author Topic: Material : shift between procedural diffuse and displacement  (Read 4148 times)

2014-03-23, 16:36:51

Utroll

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Can anybody confirm that a simple setup with the same procedural map into color and displacement makes strange result ?

Here is it with :
- tiles (3ds) / works
- noise (3ds) / shift
- dents (3ds) / shift
- bercon wood / shift

Only first one put diffuse and displacement in correct same place, other seems to have shift.

2014-03-31, 12:15:56
Reply #1

Utroll

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anybody ?

I used to play with procedural on c4d a while ago and it because it was accurate I could make things like http://forums.cgsociety.org/showthread.php?t=377058 I just would like to know if that kind of result is possible with A6 or if I'd rather wait.

2014-03-31, 12:32:02
Reply #2

maru

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Looks like there are different coordinates for displacement and diffuse. Does it also happen if you apply uvw map?
Marcin Miodek | chaos-corona.com
3D Support Team Lead - Corona | contact us

2014-03-31, 13:32:02
Reply #3

romullus

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Tiles are 2d map, while noise, dent and wood are 3d. So most likely, support of 3d maps isn't properly implemented in corona yet. You can cure this problem by converting 3d maps to 2d (by changing coordinates to explicit map channel), but you loose 3rd dimension this way :/
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2014-03-31, 13:35:23
Reply #4

Utroll

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I had ... but the mapping was set on ObjectXYZ which was the bad idea :)
Don't know if it's 'logic' that it works on 2D map only but at least I can use it like that.

Thanks (again) a lot for the clue Maru !!

2014-03-31, 13:36:21
Reply #5

Utroll

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And thanks Romullus : yes you're 110% right !