Procedural displacement

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Procedural displacement

Postby smicha » Mon Mar 19, 2018 5:27 pm

smicha Mon Mar 19, 2018 5:27 pm
Guys,

Are there any news on procedural displacement and... world coordinates for displacements maps.
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Re: Procedural displacement

Postby FrankPooleFloating » Fri Mar 23, 2018 12:37 pm

FrankPooleFloating Fri Mar 23, 2018 12:37 pm
And let's not forget the most important part: world coordinates of ANY displacements across INSTANCES, so every last instanced dog turd (et al) is completely unique from every other instanced dog turd.

Edit: I just remembered smicha was on same page as me.. Duh. When he says world coordinates, what else could he mean, in regards to displacements. Really though, this must be made possible somehow Otoy. Being able to displace (with world coords) not only dog turds, but stones, grass blades, trees, whatever, would be the shizz. Please for the love of gawd make this happen guys. And if this could be used with my suggestion of boolean cutting with instances, that leaves behind their surfaces, this would be crazy shit.
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Re: Procedural displacement

Postby PolderAnimation » Fri Mar 23, 2018 1:13 pm

PolderAnimation Fri Mar 23, 2018 1:13 pm
In 3.08 you can use procedurals for displacement with a bake node.
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Re: Procedural displacement

Postby frankmci » Fri Mar 23, 2018 8:01 pm

frankmci Fri Mar 23, 2018 8:01 pm
smicha wrote:Guys,

Are there any news on procedural displacement and... world coordinates for displacements maps.


They both seem to work fine for me. I'm using 3.07 and the node graph is Texture Projection>ProceduralNode>BakingTexture>Displace>Material.

I use TextureProjection: XYZ to UVW, usually with an "external transform" object.
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Re: Procedural displacement

Postby coilbook » Tue Jul 24, 2018 9:43 pm

coilbook Tue Jul 24, 2018 9:43 pm
Hi Anyway to have procedural displacement to work like octane noise where you dont need UV coordinates or deal with unwrap ? .

Thanks
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