Author Topic: Layered material : Solve the problem of displacement  (Read 6371 times)

2018-05-14, 08:57:36

ufoufo

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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 !



2019-03-07, 15:04:12
Reply #3

maru

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2019-04-02, 22:05:43
Reply #4

David Males

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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)

2019-04-02, 22:16:41
Reply #5

PROH

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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

2019-04-02, 23:10:42
Reply #6

Njen

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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.

2022-01-14, 21:06:28
Reply #7

Ondra

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done
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)