(UPDATE)
This problem has been addressed here https://www.youtube.com/watch?v=lkmHBC-Y4YQ
(/UPDATE)
Hello Chaos Group,
I would like to suggest the idea of adding a new feature to V-Ray Render Engine.
I propose a single node that accepts Multiple inputs from Displacement Map Data and allows for individual strength controls and Mask Slots.
An example of a complex Displacement map network;
Layer 1 = Displacement from ZBrush/Mudbox (Sculpted Displacement)
Layer 2 = Texturing XYZ, Red Channel Displacement
Layer 3 = Texturing XYZ, Blue Channel Displacement
Layer 4 = Texturing XYZ, Green Channel Displacement
Layer 5 = Procedural
Each layer would have an amount value and a Mask.
The user just plugs Displacement map data into the "VRayMultiDisp" node, adjusting the amount in IPR rendering mode for look dev.
For reference, please see the Texturing XYZ, non destructive displacement map workflow here https://texturing.xyz/pages/surface-displacement-maps
Please also see the tutorial on combining multiple displacement maps in Maya with Arnold render engine https://texturing.xyz/pages/non-dest...turingxyz-maps
To implement such a node will make this process less mysterious, easy to use and practically effective.
Thank you for reading my suggestion and Kind Regards.
Steve ~
This problem has been addressed here https://www.youtube.com/watch?v=lkmHBC-Y4YQ
(/UPDATE)
Hello Chaos Group,
I would like to suggest the idea of adding a new feature to V-Ray Render Engine.
I propose a single node that accepts Multiple inputs from Displacement Map Data and allows for individual strength controls and Mask Slots.
An example of a complex Displacement map network;
Layer 1 = Displacement from ZBrush/Mudbox (Sculpted Displacement)
Layer 2 = Texturing XYZ, Red Channel Displacement
Layer 3 = Texturing XYZ, Blue Channel Displacement
Layer 4 = Texturing XYZ, Green Channel Displacement
Layer 5 = Procedural
Each layer would have an amount value and a Mask.
The user just plugs Displacement map data into the "VRayMultiDisp" node, adjusting the amount in IPR rendering mode for look dev.
For reference, please see the Texturing XYZ, non destructive displacement map workflow here https://texturing.xyz/pages/surface-displacement-maps
Please also see the tutorial on combining multiple displacement maps in Maya with Arnold render engine https://texturing.xyz/pages/non-dest...turingxyz-maps
To implement such a node will make this process less mysterious, easy to use and practically effective.
Thank you for reading my suggestion and Kind Regards.
Steve ~
Comment