trancor
09-17-2010, 05:10 PM
I've been getting into rigging shading networks, so I'd like to keep this network a network rather than doing transfer maps. But I'm getting artifacts in the geometry when I use a network for the displacement map. I tried converting it with transfer maps just to see if it's something in the network, but the bmp was as smooth as a babies bottom.
http://upload.metal-asylum.net/trancor/ringPopV5/BGs/ringDiffuseFG.jpg
That is what I'm getting, see the somewhat hardened normals on the displaced geometry and the notches taken out of the areas?
I attempted to convert displacement to poly and do a smooth, but it would suck up all my ram and bring my computer to a halt. I tried enlarging the obj and freezing transforms, no dice.
I remember having used refraction blur from a blinn shader to blur a procedural shader before but I cant seem to remember how I got that working in the past. I felt like that would help the situation I'm in.
Anyone have any ideas?
http://upload.metal-asylum.net/trancor/ringPopV5/BGs/ringDiffuseFG.jpg
That is what I'm getting, see the somewhat hardened normals on the displaced geometry and the notches taken out of the areas?
I attempted to convert displacement to poly and do a smooth, but it would suck up all my ram and bring my computer to a halt. I tried enlarging the obj and freezing transforms, no dice.
I remember having used refraction blur from a blinn shader to blur a procedural shader before but I cant seem to remember how I got that working in the past. I felt like that would help the situation I'm in.
Anyone have any ideas?
