I'm working on creating a cave environment using some simple geometry and procedural displacement maps. I have a result that I think looks good, which I built as a procedural map using various textures through Triplanar maps. I decided to bake that as a texture so it can be passed down the pipeline.
However, if compare the displacement from the procedural map vs the baked texture, I get very different results, it looks like everything has been sliding around. I figured I just made a mistake when baking, so I put the procedural map and the baked map on an Extra Tex pass, and nope, they're completely identical.
So then I compared the Extra Tex passes with the displaced results of each, and to my surprise, the baked texture is actually the correct one. What? When I use the procedural map, the displacement doesn't actually happen according to where the map is visibly brighter and darker, it happens with a significant offset.
Why the difference? I was under the impression that VRay created displaced geometry by projecting the shading network onto the low-res geometry, then displacing according to that. But that's apparently not the case?
Is there something I can do to make the procedural map displace in the same way as the baked texture will? It sucks to tweak the displacement carefully, only to have it jumbled up when baking it.
However, if compare the displacement from the procedural map vs the baked texture, I get very different results, it looks like everything has been sliding around. I figured I just made a mistake when baking, so I put the procedural map and the baked map on an Extra Tex pass, and nope, they're completely identical.
So then I compared the Extra Tex passes with the displaced results of each, and to my surprise, the baked texture is actually the correct one. What? When I use the procedural map, the displacement doesn't actually happen according to where the map is visibly brighter and darker, it happens with a significant offset.
Why the difference? I was under the impression that VRay created displaced geometry by projecting the shading network onto the low-res geometry, then displacing according to that. But that's apparently not the case?
Is there something I can do to make the procedural map displace in the same way as the baked texture will? It sucks to tweak the displacement carefully, only to have it jumbled up when baking it.
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