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Old 21st January 2007, 12:26   #1 (permalink)
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displacement maps on shader domains?

I can use the shader domains to make on part chrome and the other part gold. I want to make use of a displacement map on a certain shader domain. I see the displacement tab at the top of the shader tree. Is there any way to get displacement tabs for each domain? I could not get a second displament tab using the layer tool either. I can use the layer tool and use the bump channel but it does not go deep enough for me. How can my displacement map be aplied only to the green domain instead of the whole cube or can it be done with a simple layer tool using a displacement map some how? I thought the layer tool or shader domains would work with seperate displacement maps for each. In the end the one shader should be gold and the other chome. It is blue an green now. Any info will help.
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Old 21st January 2007, 14:34   #2 (permalink)
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Try?

In the vertex modeller, delete the appropriate polygons from the box equal to the shader domain area.

Then fit a sized plane into that area as a separate shadable/displacable item.
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Old 21st January 2007, 16:33   #3 (permalink)
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Without having to access the plain
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Old 21st January 2007, 16:50   #4 (permalink)
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This is something i tried to do a while back. It seems there's no way to do this effectively without seperating domains into seperate meshes (as Brian mentioned). I think the limitation is because the real mesh vertices must be moved physically at render time. How can you displace a vert (and simultaneously NOT displace it) when it's shared by two domains? Should not be possible...
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Old 21st January 2007, 18:59   #5 (permalink)
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Having troubles with my theory both in Carrara Vertex room and Hexagon.

More fun working this odd one out tomorrow.

My first idea with making a plane to fit may be it after all.
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Old 21st January 2007, 19:13   #6 (permalink)
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So much for sleep!

YES first ideas were best. Both a quick and simple way to go.
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Old 21st January 2007, 20:31   #7 (permalink)
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Well I can always sleep another day.
That was a good learning exercise for me.
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Old 21st January 2007, 23:41   #8 (permalink)
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Thanks for the info guys. I know I can copy and paste parts of an object and the group them later. I just thought that there might be a way to add more displacment tabs. The only thing I was going to mention is that for layers it mentioned UV mapping. I am not sure what UV mapping is used for. I have added layers before but I don't think I used UV mapping. What would UV mapping do? Anyone know about UV mapping?

I hope we get 3-D paint in version 6 that will let us add texture maps onto the painted areas.



bwtr,

Thanks for the screen shots. You seem to be very good with the shader tree of Carrara.
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Old 22nd January 2007, 00:05   #9 (permalink)
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i think displacement only works in the global shader and not on the layers
So you would have to UV map the object and apply the displacement as a texture map to the global shader. the UV map is where you can control where the displacement goes.

then you can add the gold and silver as procedurals on the different layers.

I'll do some test later.

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Old 22nd January 2007, 05:34   #10 (permalink)
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mediamajic--what I know about using the shader tree fits in a thimble.

HOWEVER, if you fiddle away for long enough, sometimes, something works!

As yet, I have trouble remembering how I actually arrived at those "useful" results. I spend hours experimenting. Fun stuff!
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