Displacement controlled by point attribute

Houdini Integrated Plugin

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WoutTgh
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Hi,

I have a float attribute f@distance, it imports and I can shade with it. How can I use this to drive the displacement height ? It doesn't seem to do anything when I plug it in the height input of the displacement node.

Thanks !

WOut
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juanjgon
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The conventional displacement doesn't support vertex attributes for sure, but I'm not sure now about the vertex displacement. Have you tried it? I think that it doesn't support the displacement from attributes either, but you could check it out.

If this doesn't work, perhaps you could think about rasterizing the attribute using a COP node to later apply this texture as displacement.

Thanks,
-Juanjo
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Goldorak
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Anything that works as a shader should work in vertex (not texture) displacement. Let us know if that is confirmed.
WoutTgh
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I see, thing is I like the conventional displacement a it gives nicely detailed results, the vertex displacement requires so much subdivisions to get to a similar result, that it becomes unusable, unless I'm missing something.
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galleon27
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Goldorak wrote:Anything that works as a shader should work in vertex (not texture) displacement. Let us know if that is confirmed.
I'm guessing point/vertex attributes don't count as a shader in this case, cause it doesn't work with vertex displacement.

As a workaround, just as Juanjgon said, you can transfer your attributes to COPs and use that texture with either Vertex or Texture Displacement.
Here is a quick and easy way to do it https://forums.odforce.net/topic/41705- ... ut-baking/
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WoutTgh
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So I came up with something I thought would work but I'm a little disappointed: adding anything inbetween an rgb texture image and the displacement texture input, disables the displacement?
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juanjgon
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WoutTgh wrote:So I came up with something I thought would work but I'm a little disappointed: adding anything inbetween an rgb texture image and the displacement texture input, disables the displacement?
In the conventional old displacement node yes, it only works with the texture node over UV mapped objects, but the new vertex displacement should work with any kind of node and even with the Octane projections if the object doesn't have UV maps.

Thanks,
-Juanjo
WoutTgh
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Yes, I tried with the vertex displacement and it works with other nodes in between, the downside is that it's just not practical to get the same amount of geometric detail from the vertex displacement.
Increasing the subdivisions drastically increases the preprocessing time, even on a simple sphere.
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