Chaos Corona Forum

Chaos Corona for 3ds Max => [Max] Feature Requests => [Max] Resolved Feature Requests => Topic started by: ufoufo on 2018-05-14, 08:57:36

Title: Layered material : Solve the problem of displacement
Post by: ufoufo on 2018-05-14, 08:57:36
Hello everyone,

The layered material tool is powerful but it does not support the displacement in the sub materials (nor the bump, it seems to me). It's a shame, because it would be very useful in some cases, as for the representation of natural grounds for example.
Is it possible to correct this and that all the maps of a sub-material are usable?

thank you !
Title: Re: Layered material : Solve the problem of displacement
Post by: Njen on 2018-05-15, 07:40:35
https://forum.corona-renderer.com/index.php?topic=18897.msg118241#msg118241
Title: Re: Layered material : Solve the problem of displacement
Post by: David Males on 2019-03-07, 00:33:55
+1
Title: Re: Layered material : Solve the problem of displacement
Post by: maru on 2019-03-07, 15:04:12
Already logged in our internal tracker.

(id=321467484)
Title: Re: Layered material : Solve the problem of displacement
Post by: David Males on 2019-04-02, 22:05:43
Thanks maru! This would be helpful on so many levels! Mostly for creation of environments using various ground textures and masks .. If anyone could share any kind of workaround of how to achieve this, I would be super thankful! (without using megascans mixer)
Title: Re: Layered material : Solve the problem of displacement
Post by: PROH on 2019-04-02, 22:16:41
Hi. The only workaround I know, is to build a layered displacement map in the base material. I typically use Corona mix-maps with the mask maps being instanced copies of the layer mask maps, so any changes in the mask (f.x. tiling value) is carried on to the displacement map. A bit tedious to build, but it works.

Hope it helps
Title: Re: Layered material : Solve the problem of displacement
Post by: Njen on 2019-04-02, 23:10:42
Hi. The only workaround I know, is to build a layered displacement map in the base material. I typically use Corona mix-maps with the mask maps being instanced copies of the layer mask maps, so any changes in the mask (f.x. tiling value) is carried on to the displacement map. A bit tedious to build, but it works.

Hope it helps

Yes, this is the work around I am doing too at the moment. So I all of the other maps are being used in their respective layered shader layers, except for anything to do with bump and disp, which I combine using mix maps that gets plugged into all layers of the layered shader.
Title: Re: Layered material : Solve the problem of displacement
Post by: Ondra on 2022-01-14, 21:06:28
done