Forum Moderators: nerd
(Last Updated: 2023 Sep 06 11:53 am)
Would you like to tell the Poser 12 Development team something you would like to see added to Poser 12? Or a tool that already exist be improved upon? Tell us here!
PLEASE post a NEW thread for every item. Do not post on an on-going thread/conversation or your request will be missed!
You don't really need a node there. The Displacement input is a image input. You can plug a image map in directly. Better still you can use a math node to control the displacement strength. Remember that Cycles doesn't have micro polygon displacement so you'll need to subdivide the object to match the level of detail in the displacement map.
While we're talking about displacement, a neat hack I discovered is plugging a small constant into the displacement input for fixing slight poke-throughs in clothes and subsurface issues when an item of clothing has multiple layers. It can also help when the cloth is very close to the skin and I want a little bit of separation in order to get a visible hem.
-- I'm not mad at you, just Westphalian.
I used to have a txt file where I kept all the tips I learned in the forums. It was primarily for firefly and I usually use superfly these days. I should start a new one, but I haven't yet.
Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage
Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
Question: Why hasn't a Displacement Node been introduced into P12? We already have the connector on the CycleSurface node but no associated Displacement node in the Material Room. And there is no existing workaround for substituting a hack in the meantime. Is it that difficult to implement an additional node and activation of a connector? The PrincipledBsdf node was added and has improved the usage of PBR materials. We really need this feature added sooner than later, it is sorely needed for PBR renders.