0
Pas un bug

Displacement on DirectX11,doesn't seem to do any shading

cg magic il y a 11 ans mis à jour par Freya Holmér (Developer) il y a 11 ans 4

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.

Image 54

Solution

Solution
Pas un bug

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 :)

Solution
Pas un bug

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 :)

Would Fresnel node take consideration of the deformation ?


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 :)