is it even possible? having only one map channel it's a massive limitation, I'm sure support for more channels has been wished before. can't remember if I've read an answer though.
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2d displacement with more than 1 map channel
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But you can use different mapping channels - I do it all the time, you just need to run it through the material editor.
You can put 2 bitmaps into a mix, give them completley different mapping channels and have the mix used by your displacement, controlled by a third mapping channel.
The displacement can only read one master mapping channel, but within that you can have as many as you want.
How would you go about using more than one mapping channel within the displacement anyway?Last edited by Neilg; 30-09-2008, 07:19 AM.
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say I have a big plane and I want to displace only some parts of it with a tileable map. this tileable map is on channel 1 which is a 200x200 cm square, then I need to mask the plane where I don't want it to be displaced, and blend and fade my tileable map in it. this second map/mask is on channel 2 which fits my plane and it's about 20000x20000 cm.
can be easily done with 3d displacement (which support different channels), but not with 2d. which is unfortunate, 2d displacement uses way less memory and it's perfect for mapping flat and big surfaces.
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can be easily done with 3d displacement (which support different channels)
In the end I made unwrapped the die and did it with a single map, but it would have been easier the other way
Thanks in advance,
b
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Originally posted by cubiclegangster View PostDid you read my post?
of course I'd use a mix, in fact I do and it's casual when using 3d displacement. on the other hand, and this is what my posts are about, 2d displacement does not support multiple map channels.
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Originally posted by simmsimaging View PostI was trying this weekend to use displacement to make a casino die (to impress the dots) but I could not figure out how to assign a different bitmap to each matid in the displacement modifier.
in your case I'd unwrap and paint as you did. maybe you can use a composite map and 3d disp but I'm not sure it would work, and sounds overcomplicated, while unwrapping it's pretty straightforward.
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Originally posted by rivoli View PostI wonder if you read mine.
of course I'd use a mix, in fact I do and it's casual when using 3d displacement. on the other hand, and this is what my posts are about, 2d displacement does not support multiple map channels.
edit: damn. I've done this before and because it looked pretty good, assumed it was working. Tiling would work for an alternative, I guess.Last edited by Neilg; 30-09-2008, 09:07 AM.
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I did some tests too after reading this thread http://www.chaosgroup.com/forums/vbu...ad.php?t=41521 however I came to the conclusion that for it to work as anticipated we would need more than 1 map channel to work in 2d displacement. Cubiclegangster, your results indeed looked excellent, I would have been tricked into thinking it was working too!
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There is no way to effectively use 2 different mapping sizes/channels for 2D displacement. Even when trying to adapt the smaller or larger map with tiling factors. Somehow this has to do with the internal precision used for the largest mapping. When using tiling for the larger image somehow influences the smaller mapped (mostly the displacement) image too...very weird.
So again: I also vote for support for more texture channels or at least an extra mask slot with a seperate texture channel inside the modifier !!!
Maplayers (which is a very nice tool BTW) makes no difference !!Last edited by trick; 13-10-2008, 01:30 AM.
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i've spent all weekend trying the method cubicleganster detailed in his grass post, and came to the conclusion there's absolutely no support for more than one mapping channel - as trick noted, the size of any secondary maps with different matid's seems to be set by the channel specified in the vraydisplacement mod and that channel's corresponding uv map. tiling, via either the uv map, or the map itself, makes no difference.
so yeah, right now - 3d displacement's the only way to go for some multi-channel displacement orgy goodnessLast edited by whtnoise; 13-10-2008, 12:28 AM.
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Originally posted by vlado View PostThe 2d displacement cannot be made to support more than 1 mapping channel. If you want to have more than 1 mapping channel, you need to use 3d displacement.
Best regards,
Vlado
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Originally posted by trick View PostDoes this also mean that the tiling factor inside the bitmap-map can not be supported?
Best regards,
VladoI only act like I know everything, Rogers.
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