world displacement different than world position offset
When connecting a vector displacement map to the world position offset material input I get the proper displacement, albeit at a significantly lower than required resolution since it only affects the non tessellated vertices. However, when I connect a vector displacement map to the world displacement input on the material the vertices are displaced in incorrect directions. Further, the displacement direction changes when the mesh is rotated. Is this behavior a bug or am I misunderstanding something about the world displacement input?
This does not seem to affect vertices displaced along the vertex normal.
asked Jun 02 '17 at 11:51 PM in Rendering
You should multiply your displacement map by a vertex normal for proper results.
answered Jun 03 '17 at 08:44 AM
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