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I'm trying to reduce bump by distance to camera and finally I get a mess of nodes and I got lost. I post a picture of what I got, but just for reference, please, no laughs ;)

enter image description here

Could you help me how to get it? Thanks!

EDIT: That animated positions at mapping is because it's a kind of sea simulation

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  • $\begingroup$ Hi :). You want to decrease the Displacement the further it is from camera? $\endgroup$ Mar 4, 2022 at 13:19
  • $\begingroup$ Exactly, it dissapears if farther. $\endgroup$
    – Víctor GV
    Mar 4, 2022 at 13:39
  • $\begingroup$ There should be a Displacement node between the last MixRGB and the Material Output node. It works similar to the Bump and Normal Map nodes that you need for the Normal input slot of the Principled BSDF. The Displacement node has a Scale value which controls the strength of the bumps. $\endgroup$
    – Blunder
    Mar 4, 2022 at 16:05

3 Answers 3

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I accomplished this with a spherical gradient.

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  • $\begingroup$ Oh sorry, didn't see your answer :) $\endgroup$ Mar 4, 2022 at 16:47
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You can target the camera in texture coordinate node.

  1. Use Object coordinates and target the camera
  2. Add Vector Math > Length + ColorRamp to control the falloff
  3. Multiply your textures by the result

enter image description here

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The answer to this is Camera Data -> View Z Depth or View Distance.

The values output by this are completely unusable without some modification, so you need to make judicious use of the Map Range node.

Here I'm taking the data from roughly the start distance of my object to the end distance, and remapping to a range of 1-0. We apply that to the Strength input of the Normal Map node so that the close end has full strength bump and fades to 0 at the far end.

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