Jmekilll
(Jmekilll)
June 20, 2024, 12:42pm
1
Does anyone know why my WPO and displacement seems to be reacting differently if i am using the distance field to mask it? When I am using the distance field to mask my Displacement or WPO, the mesh ‘‘bounds’’ does not react the same way as when i am maksing using other methods like a world gradient in this case.
Any help would be appreciated thanks.
Im not sure what your setup is, so this is just a guess.
It may be to do with the fact that one method includes shader offsets and one does not?
This is a setting in the WorldPosition node, perhaps if you play with that it will help you figure it out.
Jmekilll
(Jmekilll)
June 20, 2024, 7:24pm
3
Thank you for the reply but unfortunatly it did not fix it. here is my distancefield setup (does weird stuff)
and my world gradient setup (Works correctly)
Jmekilll
(Jmekilll)
June 20, 2024, 7:26pm
4
It seems like as soon as the Distance to nearest surface is in my displacement or WPO calculation, it breaks something
I see. Are these both going into the “world position offset” material output? You mentioned something about displacement earlier.
Jmekilll
(Jmekilll)
June 20, 2024, 7:38pm
6
Yes. at the moment they are both using the WorldPositionOffset Output but I tried it with the nanite displacement instead and the result is the same.
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