#displacement test
1 messages · Page 1 of 1 (latest)
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
You might want to look into Vertex Color "fake" displacement, because that is what they use (And it works in Blender aswell)
are you talking about how it looks like this
how its like layered and not actual geometry
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.