Is it possible? -berconetiles with multitexture
I tried without success.
I would love to know the way to do it
Thanks
Did you try with 3D displacement? This should work.
Hi could you explain a bit further what you trying to do? Please share a screen grab with your shader. What texture are you loading in the VRayDisplacementMod?
Hi the VRayDisplacementMod does not work with multitexture. It will take only one of the loaded textures and use it for displacement.
Thanks Vladimir. now I get it.
Now to my second question in the previous post.
Is it possible to extract from Bercontiles abitmap texture?
Not automaticallly that I know ofâŚyou can of course render an orthogonal view of a large mapped plane at high resâŚ
That works with a basic setup but as far as I can see it wonât when set up for a ârealâ wall, where it needs UVW box mapping set to 1 and real world,
therefore giving actual brick size. Unless you can figure it out of course ![]()
Actually, displacement works just fine.
Pipe the multitexture map youâre using into a VrayColor2Bump and as if by magicâŚ
Thanks for the creative solutions
Vladimir - can you send the file please? I canât get the same result. Probably something in uv is wrong with what I did
I meant to add that Bercontiles wonât accept the corresponding greyscales as a bump map âunlessâ
you pipe those through the same color2bump, so it working as displacement also was just a hunch which worked out well ![]()
Also, the bump map thing wasnât my discovery, rather that of a Youtube dude who posted it, so credit where itâs due ![]()
Hi @fixeighted there are no maps in your archive, only a 3ds max file. As far as I could see you are wiring it the same way as me. With my test in the previous post the VRayDisplacementMod works but only with a single map, it is not loading different textures randomly.
[Vladimir - can you send the file please? I canât get the same result. Probably something in uv is wrong with what I did]
I assumed youâd replace the maps but here you go, use these https://www.dropbox.com/s/e2ph1w5owwâŚ%2002.rar?dl=0
It is wired the same yes, with the only exception being that the color2bump needs to be used to pipe the bump maps for either the bump or displacement to work.
The other settings that make the overall map work should be clear from the setup.
If you try to output this as a complete map then itâll do it but the maps used will be squashed down to 1x1, so unuseable.
[Vladimir - can you send the file please? I canât get the same result. Probably something in uv is wrong with what I did]
Sorry for sending the double post






