trouble with displace map in VrayBlendMtl

Hello,
I got trouble with displace map in coat material (VrayBlendMtl): it results in no-displacement rendering.
Just to make a comparison with Standard Blend Material, I say: I’m using a base material (corresponding to standard blend material 1?) with nestled displace map, which I put a coat material upon (standard material 2?), and mask it with a bitmap (blend amount button).
Suppose the procedure is right (however, the same occurs when I leave the base material button blank, and work with coat materials only): why doesn’t the displacement work with VrayBlendMtl? No trouble results with Standard Blend (but rendering gets too low with it, and may end in crashing).
Thanks for reading. I hope I explained the question clearly. My best wishes to get a solution. Goodbye.

can you show an image of your result

Thank you Elf. I think any image wouldn’t be helpful at all. I’d show you nothing but seawater with foam (multisubobject mtl applied: material 1 is seawater, mtl 2 is VrayBlendMtl blending seawater and displaced foam through foam-mask; water poligons have ID 1, foam poligons have ID 2). Foam needs displacement, but can’t achieve it, because of the wrong behaviour of VrayBlendMtl. Simply the question is: how do I have to set (not as concerns the parameters…) the materials in VrayBlendMtl in order to have them working well, as good as in standard blend one?
Bye.

can you send a simple sample scene?

Of course, I’ll send you one as soon as I rendered it the way I’d like.
By now, it would be completely useless.

If an object has a VRayBlendMtl material, the displacement map will be derived from the Base material; currently any displacement maps in the coat materials will be ignored.

So a solution would be to build your displacement map inside the base material.

Best regards,
Vlado

This thread just helped with a question I was about to ask. I have a scene where a pulse comes from an object in the center of the scene, made from a base concrete and a vray light material with an animated mask. I wanted the pulse that is lit up to have some kind of surface deformation as well and so I’ve popped a composite map in the displace channel of the base material, put my displace map in and masked it with the animated mask instanced from the light. Now I have a lovely light up ripple effect coming out from the object.

Would love to see this…have a link to youtube of animation?