Hi there, my goal is to have snow and rocks, mixed by the Falloff node so that the snow applies to the flat surfaces & the rock to the steep surfaces.
The problem I have is with the displacment: I can find no way to have this work correctly for displacment.
I did some research & I understand that the Displacment node will accept only a pure Texture.
So I used a pure black PNG where I wanted no displacment & then ran my mix node through a Baking Texture node.
But unfortunately, it seems the Baking Texture node cannot bake the effect of the Falloff node - when I tried a Checker node for the 'Amount' value, it works properly via the Baking node.
Below I have illustrated my problem. I am connecting to displacment, just so it is easy to visualise but my real aim is to connect to the Displacment node, so I need the correct result out of the Baking node.
Mix Displacment with Falloff node
Moderators: ChrisHekman, aoktar
When you use somethings with baking, It will sample shaders in uv-space. But falloff is normal based, not uv-mapping. So It's like rendering it over a 2d-plane without considaring the face normals.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
I gave you the logic. You can render the mask from top view as a bitmap and apply.decade wrote:So there is no way at all to have displacment masked by slope ?
Do you know any workarounds ?
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
It's not a limitation, it's the logic of baking systems.decade wrote:OK, it's not great for my workflow but I know this is an Octane limitation not a plugin limitation.
Thanks for your help.
Octane For Cinema 4D developer / 3d generalist
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw
3930k / 16gb / 780ti + 1070/1080 / psu 1600w / numerous hw