The title might be misleading, so here is what I want:
Again, playing around with tyFlow....:
I have a bunch of voronoi fractured pieces. For enhanced realism I want the capped faces from the voronoi fracture to have some noise displacement, sort of like the rayfire asperity modifier at rendertime...
I can set up a multisubmaterial, where only the capped faces material has displacement, but of course the faces get torn apart from the faces...
Since the fracturing happens procedurally, I can´t bake any textures, so I was wondering:
1. Is there currently a way to not have the edges between displaced material and non-displaced material torn apart?
2. If not...can I put that on the wishlist...? Somekind of advanced distancetex map, that either calculates the edges of two materials and creates a blend mask, or some kind of curvature/normal based map, that we could use as blend mask...
Again, playing around with tyFlow....:
I have a bunch of voronoi fractured pieces. For enhanced realism I want the capped faces from the voronoi fracture to have some noise displacement, sort of like the rayfire asperity modifier at rendertime...
I can set up a multisubmaterial, where only the capped faces material has displacement, but of course the faces get torn apart from the faces...
Since the fracturing happens procedurally, I can´t bake any textures, so I was wondering:
1. Is there currently a way to not have the edges between displaced material and non-displaced material torn apart?
2. If not...can I put that on the wishlist...? Somekind of advanced distancetex map, that either calculates the edges of two materials and creates a blend mask, or some kind of curvature/normal based map, that we could use as blend mask...
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