[SOLVED] Displacement rendering the inverse way
Posted: Thu Oct 08, 2009 12:08 pm
Hi,
What could be the reason if a displacement renders the opposite way. That is, Black in the texture is rendered as a heightened area, when using offset 1.0.
Normals of the surface point the right way. Am I dreaming? I tried it on a different surface, and there it works as expected.
- Björn
What could be the reason if a displacement renders the opposite way. That is, Black in the texture is rendered as a heightened area, when using offset 1.0.
Normals of the surface point the right way. Am I dreaming? I tried it on a different surface, and there it works as expected.
- Björn