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vklidu
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The issue with your file seems to be Experimental Feature Set, where you use Adaptive Subdivision Surface modifier. Switching to Supported Feature Set works with Normal node (also easier to adjust direction).

enter image description hereenter image description here

I know it is not a solution if you want to keep Adaptive Subdivision, sorry.

It gives me an impression it's a loop that should not work, because Displacement node is waiting for Normal that is generated from displacement ... I would expect result of Normal calculated from flat plane, but it is calculated from output of Displacement that is at the end of node tree. It is like a question what was first - egg or chicken. But it works :)

It is out of my understanding how shader data are used by regular Subdiv vs Adaptive.

BTW - for Micro-displacement (Adaptive Subsurf) you don't need such high dense mesh, four vertices are enough.


Here is a test from scratch to avoid hidden things.

  • Feature Set - Supported
  • Few times Subdivided W Plane with classic Subdivision Surface modifier set to 4
  • Material PropetiesSurface > Displacement+Bump (even there is not bump set result is much detailed, hm)

enter image description here

Or you can use Separate XYZ node as factor for mix.. Mix node with colors plugged into Diffuse shader is just to better visualise effect.

The issue with your file seems to be Experimental Feature Set, where you use Adaptive Subdivision Surface modifier. Switching to Supported Feature Set works with Normal node (also easier to adjust direction).

enter image description here

I know it is not a solution if you want to keep Adaptive Subdivision, sorry.

It gives me an impression it's a loop that should not work, because Displacement node is waiting for Normal that is generated from displacement ... I would expect result of Normal calculated from flat plane, but it is calculated from output of Displacement that is at the end of node tree. It is like a question what was first - egg or chicken. But it works :)

It is out of my understanding how shader data are used by regular Subdiv vs Adaptive.

BTW - for Micro-displacement (Adaptive Subsurf) you don't need such high dense mesh, four vertices are enough.


Here is a test from scratch to avoid hidden things.

  • Feature Set - Supported
  • Few times Subdivided W Plane with classic Subdivision Surface modifier set to 4
  • Material PropetiesSurface > Displacement+Bump (even there is not bump set result is much detailed, hm)

enter image description here

Or you can use Separate XYZ node as factor for mix.. Mix node with colors plugged into Diffuse shader is just to better visualise effect.

The issue with your file seems to be Experimental Feature Set, where you use Adaptive Subdivision Surface modifier. Switching to Supported Feature Set works with Normal node (also easier to adjust direction).

enter image description here

I know it is not a solution if you want to keep Adaptive Subdivision, sorry.

It gives me an impression it's a loop that should not work, because Displacement node is waiting for Normal that is generated from displacement ... I would expect result of Normal calculated from flat plane, but it is calculated from output of Displacement that is at the end of node tree. It is like a question what was first - egg or chicken. But it works :)

It is out of my understanding how shader data are used by regular Subdiv vs Adaptive.

BTW - for Micro-displacement (Adaptive Subsurf) you don't need such high dense mesh, four vertices are enough.


Here is a test from scratch to avoid hidden things.

  • Feature Set - Supported
  • Few times Subdivided W Plane with classic Subdivision Surface modifier set to 4
  • Material PropetiesSurface > Displacement+Bump (even there is not bump set result is much detailed, hm)

enter image description here

Or you can use Separate XYZ node as factor for mix.. Mix node with colors plugged into Diffuse shader is just to better visualise effect.

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vklidu
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Add Normal node so you can easier adjust direction.

enter image description here

Or you can use Separate XYZ node to use just X or Y direction. Mix node with colors plugged into Diffuse shader is just to better visualise effect.

The issue with your file seems to be Experimental Feature Set, where you use Adaptive Subdivision SurfaceSubdivision Surface modifier. Switching to Supported Feature Set works with this ..Normal node (also easier to adjust direction).

enter image description here

I know it is not a solution if you want to keep Adaptive Subdivision, so the answer is I don't knowsorry.

It gives me an impression it's a loop that should not work, because Displacement node is waiting for Normal that is generated from displacement ... I would expect result of Normal calculated from flat plane, but it is calculated from output of Displacement that is at the end of node tree. It is like a question what was first - egg or chicken. But it works :)

It is out of my understanding how shader data are used by regular Subdiv andvs Adaptive.

BTW - for Micro-displacement (Adaptive Subsurf) you don't need such high dense mesh, four vertices are enough.


Here is a test from scratch to avoid hidden things.

  • Feature Set - Supported
  • Few times Subdivided W Plane with classic Subdivision Surface modifier set to 4
  • Material PropetiesSurface > Displacement+Bump (even there is not bump set result is much detailed, hm)

enter image description here

Or you can use Separate XYZ node as factor for mix.. Mix node with colors plugged into Diffuse shader is just to better visualise effect.

Add Normal node so you can easier adjust direction.

enter image description here

Or you can use Separate XYZ node to use just X or Y direction. Mix node with colors plugged into Diffuse shader is just to better visualise effect.

The issue with your file seems to be Experimental Feature Set, where you use Adaptive Subdivision Surface. Switching to Supported works with this ...

enter image description here

I know it is not a solution if you want to keep Adaptive Subdivision, so the answer is I don't know.

It gives me an impression it's a loop that should not work, because Displacement node is waiting for Normal that is generated from displacement ... I would expect result of Normal calculated from flat plane, but it is calculated from output of Displacement that is at the end of node tree. It is like a question what was first - egg or chicken. But it works :)

It is out of my understanding how shader data are used by regular Subdiv and Adaptive.

BTW - for Micro-displacement (Adaptive Subsurf) you don't need such high dense mesh, four vertices are enough.

The issue with your file seems to be Experimental Feature Set, where you use Adaptive Subdivision Surface modifier. Switching to Supported Feature Set works with Normal node (also easier to adjust direction).

enter image description here

I know it is not a solution if you want to keep Adaptive Subdivision, sorry.

It gives me an impression it's a loop that should not work, because Displacement node is waiting for Normal that is generated from displacement ... I would expect result of Normal calculated from flat plane, but it is calculated from output of Displacement that is at the end of node tree. It is like a question what was first - egg or chicken. But it works :)

It is out of my understanding how shader data are used by regular Subdiv vs Adaptive.

BTW - for Micro-displacement (Adaptive Subsurf) you don't need such high dense mesh, four vertices are enough.


Here is a test from scratch to avoid hidden things.

  • Feature Set - Supported
  • Few times Subdivided W Plane with classic Subdivision Surface modifier set to 4
  • Material PropetiesSurface > Displacement+Bump (even there is not bump set result is much detailed, hm)

enter image description here

Or you can use Separate XYZ node as factor for mix.. Mix node with colors plugged into Diffuse shader is just to better visualise effect.

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vklidu
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From what I tried today with my node tree - to just set more contrast in Color Ramp node worked as well. If it is not working for you you should attach your blend file.


Add Normal node node so you can alsoeasier adjust direction.

enter image description here

Or you can use Separate XYZ node to use just X or Y direction. MixMix node with colors plugged into DiffuseDiffuse shader is just to better visualise effect.

The issue with your file is Experimentalseems to be Experimental Feature SeSet,t where you use AdaptiveAdaptive Subdivision Surface. SwitchiongSwitching to SupportedSupported works likewith this ...

enter image description here

I know it is not a solution if you want to keep Adaptive Subdivision, so the answer is I don't know.

It gives me an impression it's a loop that should not work, because Displacement node is waiting for Normal that is generated from displacement ... I would expect result of Normal calculated from flat plane, but it is calculated from output of Displacement that is at the end of node tree. It is like a question what was first - egg or chicken. But it works :)

It is out of my understanding how shader data are used by regular Subdiv and Adaptive.

BTW - for Micro-displacement (Adaptive Subsurf) you don't need such high dense mesh, four vertices are enough.

From what I tried today with my node tree - to just set more contrast in Color Ramp node worked as well. If it is not working for you you should attach your blend file.


Add Normal node so you can also adjust direction.

enter image description here

Or you can use Separate XYZ node to use just X or Y direction. Mix node with colors plugged into Diffuse shader is just to better visualise effect.

The issue with your file is Experimental Feature Se,t where you use Adaptive Subdivision Surface. Switchiong to Supported works like this ...

enter image description here

Add Normal node so you can easier adjust direction.

enter image description here

Or you can use Separate XYZ node to use just X or Y direction. Mix node with colors plugged into Diffuse shader is just to better visualise effect.

The issue with your file seems to be Experimental Feature Set, where you use Adaptive Subdivision Surface. Switching to Supported works with this ...

enter image description here

I know it is not a solution if you want to keep Adaptive Subdivision, so the answer is I don't know.

It gives me an impression it's a loop that should not work, because Displacement node is waiting for Normal that is generated from displacement ... I would expect result of Normal calculated from flat plane, but it is calculated from output of Displacement that is at the end of node tree. It is like a question what was first - egg or chicken. But it works :)

It is out of my understanding how shader data are used by regular Subdiv and Adaptive.

BTW - for Micro-displacement (Adaptive Subsurf) you don't need such high dense mesh, four vertices are enough.

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vklidu
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