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Displacement and Layered texture does not work

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  • Displacement and Layered texture does not work

    I create a grid. Add to displacement as a 3D Projection and it works fine.


    I then create a Black and white ramp that is a 3d projection and that is multed over the grid projection in a layered texture. When I hook up to the displacement it just ballons the object ignoring the layered texture. Is this not supported?

    Also, what is surface color level when using displacement? White rasies, but is black a negitive value, or surface postion of the original geo?

    Thanks

  • #2
    Use a vray blend material,
    and plug the layered texture in one of the vray materials..

    Layered textures are not a great solution anyways, very instable in maya,... You can also do a shader network connecting the the color balance "white" your new texture,
    or use blends etc.

    O

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    • #3
      Well that doesn't help me out when I actually want to Multiply a Ramp over a fractal. The Vray Blend only does plus(Additive), or plus/mult (over) correct?

      So I would need to create a light material, attach the textures to that, and limit myself to a plus or over, then plug that into the displacement? I really don't see the consistency with you telling me i can use layered texture for color maps, but it is broken for displacement. Having compositing operations for layered texture is the cleanest way to do this. Also, it would be nice if you could directly plug textures into the Vray Blend material, and allow more compositing operations for texture/shader with Vray Material.

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      • #4
        The Layered texture should work fine actually... is it possible to get a problem scene to vraymaya@chaosgroup.com ? Also which V-Ray version is this?

        The black color is the level of the original surface, but you can use the color/alpha offset attributes of textures to make any color the base one.

        Best regards,
        Vlado
        I only act like I know everything, Rogers.

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        • #5
          You have to change your workflow, first of all to save rendertimes i'd do that in PSD, but if you go for procedural,

          the blend is seperate from the Displace, so you can do anything you describe with the displace,
          while you use vrayblend for diffuse and reflection.

          Instead of layerered shaders, i'd use a multiply node directly, cut the middle Layered texture shader out
          Or like i said connect them in the "white color in" and keep stringing them.
          Try it out.

          O.

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          • #6
            Maya's layered shader, is the biggest instable thing ever..

            If you reference in it sometimes turns black, cause everytime you select it, it creates a new "black channel"
            very instable for production..

            VrayBlend, no problems. ...

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            • #7
              You are right Oliver.. I will just use a multiply node instead..



              And yeah, I am using procedural textures.


              Nightly build:
              /mayavray_2009-1.50.00-05.31.10_linux_64/maya2009-x64/vray/bin/vray.exe

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