I am trying to follow a tutorial about environment design in Blender and it is using version 2.76. I am trying to do the same in 2.8.
I am using Cycles and have trouble with the displacement node input. Do you know if that is supposed to work?
I am taking the output of the texture and putting it into a MixRGB-node in Multiply mode and then into the Displacement of the Material Output. In the tutorial it then gets a sort of bump map, but in my case the whole mesh moves up.
The material output displacement socket takes a vector type (see the color of the socket) that is world space offsets. You must use the “Displacement” node first to get the old behavior:
Please, don’t! A color texture (albedo/diffusion/etc) has no meaning at all as a vector texture (ie. displacement vector).
To get closer to the 2.76 tutorial, you should use the bump node, and plug it to the normal inputs of your BSDFs.
A basic grid with a subdiv modifier, and a basic set of displacement and noise nodes is not working here as shown in the video.
To be more clear: I can see the noise on the model, but it is not displacing the object itself. It’s like a basic color texture
Tested all kinds of things, but only get displacement rendered with a combination of the subdiv and displace modifier. And that looks quite jaggy, even with high level settings.
Some thoughts? I tried the latest build from today, but I must be missing something very obvious here to have it not working…
rob
Edit:
Figured it out. In addition to setting up the node editor shadertree, you have to specifically change the Displacement Method of the material itself. It’s set to Bump Only by default, so no displacement.
It’s all the way at the bottom of the material properties page, under settings.