Playing with displacement
Playing with displacement
Hi, just messing around with displacement. Critics are appreciated.
Re: Playing with displacement
You can use less subdivision level in the node shader and add a real subsurf modifier to get rid of sharp jagged triangle.
Re: Playing with displacement
The level of subdivision in the node shader is 2.
Re: Playing with displacement
You already have a subdivision plus displace modifier that give you the shape of mountains. I dont understand the point of the shader base displacement now.
Or wait it is for the straight wrinkle ok.
Normally all that can be done in shader base displace and simplified.
But probably your wait avoid higher computation due to lower subdivision in node base displacement. I have to test.
Or wait it is for the straight wrinkle ok.
Normally all that can be done in shader base displace and simplified.
But probably your wait avoid higher computation due to lower subdivision in node base displacement. I have to test.
Re: Playing with displacement
Yes, it's for the wrinkles.
For me, computation is a very big issue. I'm using a low-end computer without a gpu. I can't even run Blender 2.8+ on it without some hack. But I don't know if using only the shader displacement increase computation or not. I haven't made a benchmark myself.