Displacement on DirectX11,doesn't seem to do any shading
Playing around with displacement on DirectX11, got it working which is good. however, the deformed plane doesn't seem to do any shading, still receive the lighting like a plane without any deformation. if there anything I am doing wrong here ? I am using lighting mode : phone.
Respuesta
Not much to do about that! It's simply how Displacement/Vertex Offset works. You have this issue in UDK as well. It does however cast real-time shadows, so enable that on your directional light, for at least some shading :)
If you want to use displacement and get correct shading, you need to have a normal map that matches the displacement, which applies to the Fresnel node as well
Thanks, cool. Can you should me how Fresnel works, I would expect to have input for view direction, and normal, and power by a value to get a fall off, your node has normal and exp, two input. can't seem to get it work.
Both are optional. Plug in a value like 5 or something, into the exp input :)
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Not much to do about that! It's simply how Displacement/Vertex Offset works. You have this issue in UDK as well. It does however cast real-time shadows, so enable that on your directional light, for at least some shading :)