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| | #21 (permalink) |
| Pixar want to hire me! ![]() Join Date: Apr 2004 Location: Florida, USA
Posts: 549
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Have you tried copying and pasting your shader into the displacement shader so that the mapping info is used. I realize the mapping modes aren't accessible at first in the displacement shader. You could empty out the unused channels afterward. Edit, what I'm saying is that maybe you should approach it from the other end. Create a shader that is uv mapped for the whole object using flat mapping for that side and then put that in the displacement shader. Don't try to uv map the displacement shader first. |
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| | #22 (permalink) |
| Pixar want to hire me! ![]() Join Date: Apr 2004 Location: Florida, USA
Posts: 549
|
I tried my suggestion and it works, but with an issue. The displacement changes the way the mapping works because of the newly created geometry. So, the checker shader isn't lining up with the checker displacement. I'll have to think on this a little more, later.
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