Displacement in "the other way"?

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  04 April 2006
Displacement in "the other way"?

Is there any way to make displacement go in the direction opposite to the surface normals?

And while you're at it: is there some smart way to make displacement go BOTH directions? What I mean: let's say i've got a grid, I want some of the elements on that surface to be displaced 'to the inside' (black on the disp.map) and some of them 'to the outside' (white)... the trick is though, I want to have the medim level (grey) without any displacement at all. Is that possible in some mysterious way, am I missing something here or am I demanding too much?


  04 April 2006
Use a change range node.
If you remap 0 to 1 --> -1 to 1, black will get negative displacement, white will get positive displacement and medium gray will stay neutral.

  04 April 2006
Hi! Thanks for your reply!
I've tried that method but either I'm doing something wrong or it doesn't work as it's supposed to:

As you can see on the render, the grey area still gets displaced :(

  04 April 2006
It's a problem with the edge. The flat area isn't displaced (use a smaller render region to check). If you scale down the uv's or textur projection a tiny bit, the edge problem should disapear.
  04 April 2006
That did it Thanks comanche!

  04 April 2006
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