How to use VRayDisplacement's texture channel

Hi,

I have a plane object that I’ve divided into a few segments (using an editpoly on top). I selected a few polygons and assigned a UVW map with channel 1 to it. Assigned another UVW map to the rest of the polys with map channel 2.

The polys with different channels have also different material ID assigments (so it’s a multi material).

Added a VRayDisplacement on top of this plane object and rendered away. However, the VRayDisplacementMod always displaces the whole object (in this case the plane) as opposed to only the polys that have channel 1 assigned to them.

What am I missing?

Thanks!

u have to select the use object material option. :wink:

aaaaahhhhhhh… will check that out. thanks!

u have to select the use object material option.

I’ve just tried this as i need to have only some faces displacing on a deforming object, but it still just displaces the whole object…

It just sets the UV co-ordinates for each set of polys, but even then still displaces the whole thing, but to different degrees because of the uv variation…

I’ve assigned the correct texture channels (i think) but it’s still not affecting only one portion of the object…any ideas…?

You can do that if you check the “Use object material” option and assign a Multi/Sub material to your object, where only the material for the faces with desired IDs has a displacement map.

Best regards,
Vlado

ahh, so is this using the same displacement map in the material shader, as well as using a VrayDisplacement modifier?

Yes, exactly.

Best regards,
Vlado

yes!
if anyone wants the file for any reason, just pm me :wink: