[Sidefx-houdini-list] displacement maps

Stephen Tucker stucker at sidefx.com
Tue Feb 5 15:57:23 EST 2008


If you open up one of the displacement materials from the Material 
Palette (ie:, Noise Displacement) you can dive into the material and 
take a look.

First thing you'll see is that there is a properties node, a VOP VEX 
Surface SHOP, and a VOP VEX Displacement SHOP.  The properties one is 
the important one.  You'll see it has a displacement bounds parameter 
which is channel referencing your Overall Scalet on your VOP VEX 
Displacement SHOP.

In your own network, simply put down a properties node, then edit it's 
parameter interface (the cog icon)
select the For Rendering tab, then root->Mantra 
9.1->Shading->Displacement Bound and Displacement Space

You can connect the channel reference yourself too once the node is in 
place.  Chances are, this is what you're looking for.

-Steve


Jed Schwartz wrote:
> No, where to you add displacement bounds?
>
> I did find that upping the dicing ray shade quality  to 28 fixes the  
> problem, a bit costly in time, but it looks much better.
>
>
>
>
> On Feb 5, 2008, at 1:18 PM, Stephen Tucker wrote:
>
>   
>> Do you have displacement bounds added into your material?
>>
>> Jed Schwartz wrote:
>>     
>>> I'm working on an ongoing project that includes a bunch of
>>> displacement maps and shaders developed in H8*-
>>>
>>> I'm having a hard time in H9.1.* getting VEX displacement maps to
>>> behave or look anything like they used to in H8-- I must be missing
>>> something really simple here-- anyone have any thoughts?
>>>
>>> Thanks!
>>>
>>> Jed-
>>> _______________________________________________
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>>>
>>>       
>> -- 
>> Stephen Tucker
>> Product Specialist
>> Side Effects Software Inc.
>> (416) 504 9876 x:331
>> stucker at sidefx.com
>>
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>>     
>
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>   


-- 
Stephen Tucker
Product Specialist
Side Effects Software Inc.
(416) 504 9876 x:331
stucker at sidefx.com




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