slooper
01-20-2004, 08:55 PM
Just FYI, it seems that in order to have displacement work outside the original FOV of a moving camera you have to use the mental_ray base shader and it's internal displacement channel rather than within the mental_ray connection panel inside a Standard max material.
Hopefully this is fixed in the next point release.
Sean
Hopefully this is fixed in the next point release.
Sean
