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Phoenix ocean shader as normal map

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  • Phoenix ocean shader as normal map

    I have a scene where the camera starts close to the water surface and finally pulls up high above the same surface. I need the displacement of the ocean shader when close up but not when far away. Is there a way to convert the ocean shader displacement to a normal map ?

    I saw this as more of a vray/shader issue than phoenix.
    Regards

    Steve

    My Portfolio

  • #2
    If you are using V-Ray's displacement, it will automatically reduce the tessellation of the surface as you get away from it, and will derive a normal map from the displacement to use for the normals.

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

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    • #3
      If you want to force it, set the displacement subdivision to something larger than your frame (if it's view dependent) and see the normal map in action.

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      • #4
        Revisiting this thread because I need to establish if there is a way to use the phoenixoceantex as a normal map only. Basically no vraydispalcement modifier at all but just using vraynormalmap and phoenixoceantex in the slot. I am getting some results but I think it doesn't produce correct normals. Is there a way to getting the correct colour values from the phoenixocean shader?
        Regards

        Steve

        My Portfolio

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        • #5
          I tried separating the colour values from the phoenixoceantex into monochrome RGB values which were then used as masks for red, green and yellow in relation to normal map colours. I kind of don't know exactly what I'm doing but I have a rough idea and it seems to have conformed the colour output of the phoenixoceantex into a more usable format for the vraynormal shader to understand.
          Last edited by stevesideas; 24-02-2021, 09:09 AM.
          Regards

          Steve

          My Portfolio

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