#displacement test

1 messages · Page 1 of 1 (latest)

azure herald
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This is by far The Guest most disturbing snd erie design yet

neat agate
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how did u get the displacement working

stone forge
# neat agate how did u get the displacement working

select the mesh, go into edit mode and select the sweater using the L key on the keyboard. duplicate it (Shift + D) and then separate (P) it by selection. after youve done that, go back into object mode and select the separated mesh, and make sure its using the correct the material, which is MI_ForestDweller_Fluff. you can just copy the material from MI_ForestDweller_Sweater and paste it into the Fluff material and go into the Shading tab located at the top to add to the material. you want to add some nodes and plug them into the "Displacement" part of the Material Output node like in the image below, and make sure that in the material surface settings that you have Displacement and Bump selected for the "Displacement" option

#

apply a subdivision surface modifier in the modifier properties (it should be a wrench) and open "Advanced" in the tab and make sure that "Use Custom Normals" is on. i personally have the Render subdivision value at 5, and it works for me. if you want to see how it looks without having to render it, you can higher the value of the "Levels Viewport" part, but just be careful because it takes a lot of power to do it

proud fjord
neat agate
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how its like layered and not actual geometry

proud fjord
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If you check the model it has around 20 copies of the sweater, each with a darker vertex color, and they use that to simulate the Displacement.