![]() ![]() Cycles can't depend on that substitution - if you want a normal. In order to actually displace the mesh, you are going to have to use a different techique. But the bump doesn't look correct in that case. If you set the Cycles settings of a material to 'Displacement' only, then EEVEE, not supporting Displacement shading, will substitute Bump mapping for any Displacement input to the Material Output node, to make the Cycles and EEVEE renders to look as similar as possible. By default, using the 'Displacement' plug in the Node Editor does not truly displace the mesh, but 'bump maps' it instead, which essentially means that it approximates the appearance of displacement without actually displacing it. ![]() ![]() It might have something to do with the fact that vertex colors are represented in 8-bit sRGB values but on the other hand it renders as expected when using it as a mask for example for mix shader node. Your displacement map does not have enough information to create a smooth result. Using vertex colors in cycles material as a mask for bump/normal texture causes banding/hard edges in render.īanding of vertex color is also visible when using it as a color for shader. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |