Hi guys,
I am trying to implement a requirement of an animation almost two weeks, specifically, the “building material”. My goal is that the intensity of displacement is relative to how much light gets to the surface. At first, I thought it would be easy, it would just connect the node outvalue of surfaceLumiance the value of displacementShader. But when I try the Mental Ray simply crashes. Apparently it cannot read the value of surfaceLuminance, but i did further tests using this to make “masks” in the texture based by luminance received and got no problems with it.
I’m trying an procedural solution independent to the renderer. below some shading networks I’ve tried:



Anyone have any idea how to solve this issue?

