Hi,
I got the following situation:
Task: Part of a rooms floor is a slates material. They need to be displaced a little for the nice structure to show up.
Approach:
I grabbed a slate texture, threw it as tiles in a BerconTiles map, enabled the randomization of the tiles so every new tile, the texture will be offset/rotated etc randomly.
Problem:
Wouldn't it be for displacement, it would be working totally fine.
Now I have one UVW Channel for the slate texture (1) and another for the BerconTiles (2) but the VRayDisplacementMod only works with one UVW channel.
My main problem are not the calks since they wouldn't be displaced anyways, but the slate structure, which is of course randomly rotated on every tile. The displacementMod doesnt know this since it cant use the BerconTiles map for displacement since its on another mapping channel and thus the displacement is the same tiled texture across the surface, not the same as the corressponding textureMap with BerconTiles.
Why is there this limitation of only one mapping channel usable? Am I missing something? I should definitely be able to comp a texture with different mapping channels together and use it as displacement map!
I got the following situation:
Task: Part of a rooms floor is a slates material. They need to be displaced a little for the nice structure to show up.
Approach:
I grabbed a slate texture, threw it as tiles in a BerconTiles map, enabled the randomization of the tiles so every new tile, the texture will be offset/rotated etc randomly.
Problem:
Wouldn't it be for displacement, it would be working totally fine.
Now I have one UVW Channel for the slate texture (1) and another for the BerconTiles (2) but the VRayDisplacementMod only works with one UVW channel.
My main problem are not the calks since they wouldn't be displaced anyways, but the slate structure, which is of course randomly rotated on every tile. The displacementMod doesnt know this since it cant use the BerconTiles map for displacement since its on another mapping channel and thus the displacement is the same tiled texture across the surface, not the same as the corressponding textureMap with BerconTiles.
Why is there this limitation of only one mapping channel usable? Am I missing something? I should definitely be able to comp a texture with different mapping channels together and use it as displacement map!
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