Ok now I could reproduce and understand your problem exactly Bigguns. I made a simple moon in zbrush. I separated the UVs in 2 so half has the uv in U0,V0 and the other half has its uvs in U1,V0. When I try to displace that with the V-Ray displacementmod I get big problems if I want to use the 2D mapping. For 3D mapping we can do it by creating a second UV map Channel and moving the UVs in U1,V0 to U0,V0 (I did an offset of -1 in U). Then we can use a composite map with the 2 displacement maps (both in normal node) one with map channel set to 1 and the other set to 2 (and tile is off for both). Then V-Ray can render the moon correctly.
But the problem with the 2D mapping is that it tiles the map in the uv no matter what.
If 2D mapping would stop tiling the map in the UV we could use it that way like I did with 3d mapping.
The other problem is that we can’t use 2 displacementmod (even with 3D mapping). If we could do that it would be another solution.
It would be even better if the vrayDisplacemnentMod could see the UV where they are instead of having to move them all in U0,V0. That way we could use only one dipslacement mode and choosing a settings for the UV tile to look at in the HDRI map itself.
If you want a simple scene to see what we are trying to do Vlado: here is my moon scene.
Le Phylactère Cola : tenez-vous constamment informé
Hi jstrob, if you simple enter <uvtile> in place of uv coords of the texture you dont need to mix anything. See attached scene
uvtile_method.zip (299 KB)