I've been trying to use the PhxShaderOceanTex (included in the latest builds) to create an infinite ocean plane in Maya and V-Ray. Unfortunately I've had no luck in getting the displacement to work correctly with the texture.
Here's a plane with vrayDisplacement node and VRayWater texture attached to it. Everything is working as expected.
Here's the PhxShaderOceanTex attached to the Self-Illumination channel on the same plane. It certainly looks like a proper vector displacement map, so far so good.
And here's what happens when I try to use PhxShaderOceanTex to drive the vector displacement. The displacement seems to happen on a single flat axis and no matter what I try it stays that way.
Does anyone have any ideas what I might be doing wrong or am I missing something obvious?
Here's a plane with vrayDisplacement node and VRayWater texture attached to it. Everything is working as expected.
Here's the PhxShaderOceanTex attached to the Self-Illumination channel on the same plane. It certainly looks like a proper vector displacement map, so far so good.
And here's what happens when I try to use PhxShaderOceanTex to drive the vector displacement. The displacement seems to happen on a single flat axis and no matter what I try it stays that way.
Does anyone have any ideas what I might be doing wrong or am I missing something obvious?
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