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Hi all,
This should be simple but I can’t find the workaround and can’t find a prior post on it:
I am displacing an object straight out. Then I’m applying a bitmap to the diffuse channel. The diffuse bitmap gets stretched along the sides of the displaced geometry. Ugly. Rather, I want the diffuse uvw map to correctly see the displaced geometry in 3d AND THEN apply the diffuse mapping coordinates.
I cannot use a displacement modifier in the object stack as the end displacement required is far too fine. The geometry would need millions of polygons to actually look good enough in a final render (I’m using a render displace of 0.1 or 0.2 pixels and a 16k or 64k subdivision to get the detail I need).
I’m using an mr A&D material and its basic displacement slot. Is there any difference in using the material’s mental ray connection/ displacement slot instead? I thought that was the same thing.
Dummy images attached. No, the end result is not displacing the dog - she’s just a reference map.
How do you do this?
Thanks,
-Matt
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Interesting problem. Your UVW coordinates are being set prior to the displacement, but the displacement isn’t calculated until the object is being rendered, so you can’t really change the mapping.
You said you can’t use the Displacement modifier instead, but I wonder if you should do both. Displacement modifier to start the mesh deformation and get proper UVW mapping, then use displacement in the material to get the finer details.
3DS Max Design 2011 64-bit - Advantage Pack
Dell Precision T5500, Dual Six Core Xeon X5650 @ 2.67GHz, nVidia Quadro 5000, 24 GB RAM, Win 7 Enterprise 64-bit
Minneapolis, MN, USA
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