1
$\begingroup$

I'm looking to apply an animated displacement to a surface which has already been displaced with a cloud texture (creating an organic lumpy base surface).

It should look like this...

Temporary objects / creatures pressing against membrane

...applied to this...

enter image description here

...but instead it looks like this:

Disaster!

Source files here and here.

The problem is that the normals changed by the first displacement completely screw up the second displacement (I think).

Does anybody know how I can achieve the double displacement of my dreams? I think I need to find a way to redirect the surface normals after the first displacement, but I'm open to any suggestions from you wonderful people.

$\endgroup$
  • 2
    $\begingroup$ because you are using normal as direction, when you apply noise first, you change the normals - you noise them - so you also apply noise to the second displacement. You need to switch their order and distort with noise in world space. $\endgroup$ – Jaroslav Jerryno Novotny Jul 6 at 23:36
  • $\begingroup$ Unfortunately, in my tests this resulted in a lot of the same issues - distortions in the deformation, triangle mash all over the place. However, I think I have a solution... $\endgroup$ – Reverend Speed Jul 10 at 11:05
0
$\begingroup$

I was able to achieve the effect I desired by using the Warp modifier after a displace modifier to provide initial organic displacement. Performance in Blender was much slower, but as I'm baking the results this was a non-issue.

enter image description here

$\endgroup$

Your Answer

By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy

Not the answer you're looking for? Browse other questions tagged or ask your own question.