I've played a lot with the VRay demo and one thing that might be extremely useful to build shaders would be to preserve the initial face normal information beyond the micropoly displacement process. This could for example be an additional map type, acting as a "container" - just like the output map in MAX.
Example: I'm using a falloff map to simulate roughness of a cloth body. My wish was that this effect should follow the initial curvature of the body, and not consider the normals of each surface indent that is being generated after displacement. So once I put the falloff map into the desired "container", its output would just be "extruded" along with the displacement, and not influenced thereby anymore. Do I make sense or shall I post some example images?
Cheers!
Schlörby
Example: I'm using a falloff map to simulate roughness of a cloth body. My wish was that this effect should follow the initial curvature of the body, and not consider the normals of each surface indent that is being generated after displacement. So once I put the falloff map into the desired "container", its output would just be "extruded" along with the displacement, and not influenced thereby anymore. Do I make sense or shall I post some example images?
Cheers!
Schlörby
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