I’ve been trying to use the PhxShaderOceanTex (included in the latest builds) to create an infinite ocean plane in Maya and V-Ray. Unfortunately I’ve had no luck in getting the displacement to work correctly with the texture.
Here’s a plane with vrayDisplacement node and VRayWater texture attached to it. Everything is working as expected.
Here’s the PhxShaderOceanTex attached to the Self-Illumination channel on the same plane. It certainly looks like a proper vector displacement map, so far so good.
And here’s what happens when I try to use PhxShaderOceanTex to drive the vector displacement. The displacement seems to happen on a single flat axis and no matter what I try it stays that way.
Does anyone have any ideas what I might be doing wrong or am I missing something obvious?
You must create this texture with 3d placement, not 2d (can be replaced). The up axis must be 1 if you work with y pointing up. There is small bug with this texture - the rgb offset parameter is 1.0 by default, but you probably want it 0.0, so the surface stays where it should be. Sometimes, you also need to set explicit displacement bounds.