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triplanar and displacement

Posted: Fri Apr 28, 2017 3:17 pm
by crackfox
hey there,

one questions:

can the triplanar node work with the displacement? since its after the texture image and displacement node only accepts texture, i dont see if this can work like that?

appreciate any tips.

Re: triplanar and displacement

Posted: Tue Jul 11, 2017 3:11 pm
by mbutler2
Anybody figure this one out?

Re: triplanar and displacement

Posted: Sat Jul 29, 2017 2:09 pm
by noisyboyuk
Yeah, any news on this one?

Re: triplanar and displacement

Posted: Mon Jul 31, 2017 7:10 am
by bepeg4d
Hi guys,
currently is not possible, because displacement is evaluated before the shaders, like Triplanar map node.
But let's see if this limitation can be overcome in a future version.
ciao beppe

Re: triplanar and displacement

Posted: Sun Aug 26, 2018 8:56 am
by sigurdhoeyen
Hey guys any news on this problem?

Thanks.

Re: triplanar and displacement

Posted: Sun Aug 26, 2018 11:09 am
by aoktar
sigurdhoeyen wrote:Hey guys any news on this problem?

Thanks.
There will not news about this with current type of displacement implementation. It's not good for any procedurals.

Re: triplanar and displacement

Posted: Wed Jul 03, 2019 1:50 pm
by KeeWe
Since I ran into this problem today, can we expect some change with 2019? As far as I know, dplacement got any fixes in the new release. The baking option is pretty tedious... some build in feature would be very handy.

Re: triplanar and displacement

Posted: Thu Jul 04, 2019 6:01 am
by bepeg4d
Yes 2019 is the solution, stay tuned.
ciao Beppe

Re: triplanar and displacement

Posted: Mon Jul 20, 2020 2:20 pm
by james_conkle
Running the latest build and could really use these two tools in combination. I assume this hasn't been implemented vs me not using it correctly?

Re: triplanar and displacement

Posted: Mon Jul 20, 2020 7:40 pm
by aoktar
james_conkle wrote:Running the latest build and could really use these two tools in combination. I assume this hasn't been implemented vs me not using it correctly?
Have you tried with vertex displacement?