Multi Displacement Setupby Ashraf Aiad
Note : The default color for the displacement files are set to gray.
Since we have disabled the texture wrap, the empty areas will be filled with this default color. This means unnecessary color information.
To fix this, change the “Default Color” to black for each file node.
While we are on the file node topic, flip the “Filter Type” to OFF.
The ultimate goal is to use Mental Ray. However, Mental Ray has a pre-built filter in the render settings.
This way we don't have a double filter on our file texture.
Since the outcome value of the “plusMinusAverage” node is RGB, luminance is required for the displacement value.
We need to connect the “plusMinusAverage.output3D” to “luminance.value”.
Then, connect the “luminance.outValue” to the “displacementShader.displacment”.
Finally, connect the displacement node to the SG node of your shader.
Adjust the mental ray approximation node to your liking. Now the render will not show any seams in the UV border edges.
Final note : The same method can be applied to combine multiple color/normal/spec/bump maps.
You can use this mel script that will do everything for you. Download Script
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