Often I need displacement only on 1 side of an object so it will be useful to be able to do that.
Having that 1 side as a seperate object doesnt work well since then during displacement it gets “detached” from the rest leaving gaps.
you cant do a face id and map the displacement that way?
no it doesnt work
I make my entire object white. Then select 1 poly and make it the map to be displaced and also make it channel2.
I copy this map to my displacement slot in the modifier and also put my modifier on channel2. It displaces the whole object
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Maybe you need to use the vray multisubtex map instead with a 50% grey value for the non displaced bits? The displaced polys will always have to find some way to blend back in to the non displaced sections.
I always forget about the VRayMultiSubTex
Thanks will check it out
another note is that 2d displacement will not work with this kind of setup, but 3d will.
Still can’t get this to work. Either 2d or 3d
it either displace ALL faces, or non
Hi Morne,
I made a quick test about this, and here is the result:
Displacement with map which affects the whole surface will produce some holes at the edges, even with Keep continuity.
In case that it is limited to specific area the result is better.
Multisub material is used to determine the are for displacement and “Use object MTL” option is ON for the Displacement modifier.
can you post your full displacement settings or maybe this scene please?
Still can’t get it to work
What about just UV mapping the entire object and use another UV channel for it? And put a neutral spot on your displacement texture, where you can put all the UV coordinates that you don’t want displacing?
Sure, here is the example scene file:
DisplacePerFace.zip (41.2 KB)
Thanks, will take a look somewhere within the next day or two, just a bit occupied at the moment with something…
