One more thing..the height parameter in the Phoenix Ocean Map seems to be ignored by Corona displacement? even setting it to 0 makes no changes? Is this a know issues that I missed or am I being doing something wrong?
Quote from: Flavius on 2020-05-06, 09:56:13One more thing..the height parameter in the Phoenix Ocean Map seems to be ignored by Corona displacement? even setting it to 0 makes no changes? Is this a know issues that I missed or am I being doing something wrong?Are you feeding your Ocean texture through the 3ds Max Vector Displacement map? I believe this is the only way to make it work correctly.
Happens to the best of us! :)Please also check out my other post about foam masks (this: https://forum.corona-renderer.com/index.php?topic=28883.msg169893#msg169893)
Uhh... I tried doing something similar and ended up with identical result as with just using Corona Mix. But it would be great if someone could do further tests.
I am just not sure if slapping one vector map on top of each other is the correct way (e.g. if you want to add them), just like with normal maps:https://blog.selfshadow.com/publications/blending-in-detail/https://blender.stackexchange.com/questions/38298/how-to-combine-two-normal-maps
Quote from: maru on 2020-05-12, 13:06:37I am just not sure if slapping one vector map on top of each other is the correct way (e.g. if you want to add them), just like with normal maps:https://blog.selfshadow.com/publications/blending-in-detail/https://blender.stackexchange.com/questions/38298/how-to-combine-two-normal-mapsSorry for offtopic, but could be this (advanced normal map combining methods) implemented in Corona layered material? It looks like all game engines are doing this at more or less sophisticated level and only off-line renderers are stuck with decades old primitive methods.
I also realized that vector displacement does not generate autobump :O