Page 1 of 1

[SOLVED] Displacement rendering the inverse way

Posted: Thu Oct 08, 2009 12:08 pm
by bjorn.syse
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

Re: Displacement rendering the inverse way

Posted: Thu Oct 08, 2009 12:10 pm
by bjorn.syse
Yeah, back to normal. I was dreaming.

Re: Displacement rendering the inverse way

Posted: Thu Oct 08, 2009 12:13 pm
by bjorn.syse
Problem probably was I was using a planar projection on a pretty thin geometry, which cause the same displacement cavity to enter the surface from behind - causing a height instead. :)

Re: Displacement rendering the inverse way

Posted: Thu Oct 08, 2009 12:25 pm
by m-Que
Wake up, bjorn.syse, you're dreaming. Wake up!