Hi,
I'm really frustrated at the moment that I apparently cannot use multiple mapping channels for use with displacement (neither max "displacement" modifier nor VRay Displacement Modifier).
What I got:
A scene which consists of a landscape and a lake in the middle and a shore in the foreground.
What I want:
1: A different displacement map for everything below the water (water level = z 0)
2: A different displacement map for parts of the foreground, ideally via screen-mapped texture, so I can paint in PS where I want this other displacement map
I tried different mapping channels:
1 = Default channel for the two different displacement textures, mapped planar from the top on the landscape
2 = Channel for a gradient ramp defining white = below water, black = above water, mapped frontally through the landscape
3 = Baked screen-mapped texture, essentially just a mapping containing the whole landscape in from U/V coords = 0 to U/V coords = 1. Nothing fancy, basically the same as when you press the "fit" button in UVW map.
What I experience:
None of the other mapping channels (2 and 3) gets used to actually define the displacement map, they all act as a mask for where to use the one displacement map and where to use the other one. As I said, both the actual displacement maps use the same channel (1).
Now the displacement modifier just presses the mask maps also in mapping channel 1 which of course messes them up and they don't work/look properly anymore.
Is there any way I can use multiple mapping channels or do I really have to make one all-containing UVW map modifier in say channel 1 and adjust all the maps via offset/tiling in the texture node itself? This would get really messy really quickly I think. Any other way? Am I completely stupid and it works really easily through some other approach? Unwrapping is not necassary since it's akinda flat landscape...
Edit: Sorry for the typo in the title...
I'm really frustrated at the moment that I apparently cannot use multiple mapping channels for use with displacement (neither max "displacement" modifier nor VRay Displacement Modifier).
What I got:
A scene which consists of a landscape and a lake in the middle and a shore in the foreground.
What I want:
1: A different displacement map for everything below the water (water level = z 0)
2: A different displacement map for parts of the foreground, ideally via screen-mapped texture, so I can paint in PS where I want this other displacement map
I tried different mapping channels:
1 = Default channel for the two different displacement textures, mapped planar from the top on the landscape
2 = Channel for a gradient ramp defining white = below water, black = above water, mapped frontally through the landscape
3 = Baked screen-mapped texture, essentially just a mapping containing the whole landscape in from U/V coords = 0 to U/V coords = 1. Nothing fancy, basically the same as when you press the "fit" button in UVW map.
What I experience:
None of the other mapping channels (2 and 3) gets used to actually define the displacement map, they all act as a mask for where to use the one displacement map and where to use the other one. As I said, both the actual displacement maps use the same channel (1).
Now the displacement modifier just presses the mask maps also in mapping channel 1 which of course messes them up and they don't work/look properly anymore.
Is there any way I can use multiple mapping channels or do I really have to make one all-containing UVW map modifier in say channel 1 and adjust all the maps via offset/tiling in the texture node itself? This would get really messy really quickly I think. Any other way? Am I completely stupid and it works really easily through some other approach? Unwrapping is not necassary since it's akinda flat landscape...
Edit: Sorry for the typo in the title...
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