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Displacement on blend material issues

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  • Displacement on blend material issues

    Can anyone verify that if you create a new blend material, add displacement to one of the 2 materials (i used Cellular as a displacement map), and see if the material fails to render. Mine only renders 1 of the two materials when applied.

  • #2
    Hello,
    Displacement is not rendered when applied to a sub-material within Blend material. The current workflow is to copy the displacement map to the Blend material's Maps > Displacement slot.
    Could you please share for inspection the material you have trouble rendering?

    Kind regards,
    Peter
    Peter Chaushev
    V-Ray for SketchUp | V-Ray for Rhino | Product Owner
    www.chaos.com

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    • #3
      Unfortunately I dont think the displacement would give the desired render effect if applied to the main blend material as Material 1 is a smooth polished metal, and Material 2 is a very rough texture. The blend between the two is controlled by an opacity map (black & white) that matches the UV's of the item. Sadly I didnt save the material to share it and worked around the issue by using bmp only. I just found it interesting that the displacment completely shuts down the material that its applied to.

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      • #4
        Originally posted by Travis Serio_cg View Post
        (...)I just found it interesting that the displacment completely shuts down the material that its applied to.
        This is unusual. If you ever happen to reproduce this, please share the material and its assets.

        As a workaround to what you are trying to achieve, use a Composite texture (https://docs.chaosgroup.com/display/VRAYRHINO/Composite) for the Blend material displacement slot (see my previous post). Use it to combine the original displacement texture and the blend texture to produce displacement only on the specific areas you want.

        Kind regards,
        Peter
        Peter Chaushev
        V-Ray for SketchUp | V-Ray for Rhino | Product Owner
        www.chaos.com

        Comment


        • #5
          Thanks Peter, I will give that workflow a try. Ideally I am trying to create a series of materials that create a very rough texture in areas of curvature or where dirt would detect. Bump alone wasn't quite strong enough to create the desired effect.

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          • #6
            Travis, do you happen to use .png files for textures?
            Seems to me that the current build has different issues reading from .pngs

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            • #7
              No, I was using the procedural cellular for the displacement texture and I use a black & white bmp for the blend material material 1 / material 2 blend channel (because dirt and curvature don't do as well as i'd like)

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