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Triplanar mapping and blending of texture and displacement map

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  • Triplanar mapping and blending of texture and displacement map

    Hello Forum,

    I've been trying to replicate a specific 3ds Max workflow in Cinema 4D as shown in this video: https://www.youtube.com/watch?v=04qRDADKO7A.
    Creating a triplanar mapping of textures in a node material and blending them using blend and falloff nodes is straightforward. However, things get complicated when trying to apply similar modifiers to the displacement material in the texture slot of the displacement geometry tags. It seems that I cannot get the triplanar mapping in the displacement tag to work or to align the displacement texture with the shader texture. Is there a workflow for this or something I am missing? Creating the displacement texture in the node editor along with the shader seems way more convineit than having these options separated.

    Is there a way to create the displacement texture in the node editor and then link it as a texture in the displacement channel?

    Thank You!




  • #2
    Hi torsten_buthmann , we are actively investigating a way to reference whole node graphs between classic and node materials. But unfortunately, until we find a robust way of achieving this, the only current workflow is to replicate the node network in the classic shader system. You can use the newly introduced conversion from nodes to classic materials to get the equivalent shader tree. In details you need to:
    1. Convert the node material to classic material.
    2. Copy the shader you want to replicate and paste it inside the displacement slot.
    This is still only an inconvenient workaround, because you won't be able to easily apply modifications from single place to both the material graph and the shader tree.

    We will keep you posted on updates on this topic.
    Deyan Hadzhiev
    Developer
    chaos.com

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