### Author Topic: displacement test  (Read 1691 times)

#### D.A. Bentley

• Member
• Posts: 234
##### Re: displacement test
« Reply #15 on: March 08, 2018, 07:07:13 PM »

Can someone explain how one might do this type of displacement?

#### the first seer

• Member
• Posts: 865
• Avantgarde Artist
##### Re: displacement test
« Reply #16 on: March 09, 2018, 09:25:36 AM »
.
« Last Edit: March 09, 2018, 10:14:01 AM by Dragonfire »

#### Dune

• Terragen Alpha Tester (Win)
• Posts: 14454
##### Re: displacement test
« Reply #17 on: March 09, 2018, 09:37:38 AM »
I think he means the blob. Which you can do by softish simple shape to raise some terrain. Then a compute terrain (or compute normal and tex coordinates from XYZ), then a surface shader, in which you can set minimum altitude and fuzzy (5 and 10), then use the displacement offset to bulge the blob outward. As children you can add additional PF's for major or small, stretched or non-stretched displacement, fake stones, fractal warp, etc. Feed surface shader into base colors, etc.

#### the first seer

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• Posts: 865
• Avantgarde Artist
##### Re: displacement test
« Reply #18 on: March 09, 2018, 09:58:38 AM »
OK!
« Last Edit: March 09, 2018, 10:16:06 AM by Dragonfire »

#### D.A. Bentley

• Member
• Posts: 234
##### Re: displacement test
« Reply #19 on: March 09, 2018, 06:37:20 PM »
I think he means the blob. Which you can do by softish simple shape to raise some terrain. Then a compute terrain (or compute normal and tex coordinates from XYZ), then a surface shader, in which you can set minimum altitude and fuzzy (5 and 10), then use the displacement offset to bulge the blob outward. As children you can add additional PF's for major or small, stretched or non-stretched displacement, fake stones, fractal warp, etc. Feed surface shader into base colors, etc.

Thanks for the hints Dune!  Now I have somewhere to start.

anything