Displacement in "the other way"?

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Old 04 April 2006   #1
Displacement in "the other way"?

Hi.
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?

Thanks!
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Old 04 April 2006   #2
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.
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Old 04 April 2006   #3
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 :(
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Old 04 April 2006   #4
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.
 
Old 04 April 2006   #5
That did it Thanks comanche!
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Old 04 April 2006   #6
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