Hi!
I’m working on procedural terrain node tree and experimenting with different ideas.
One of which is using various height maps or VDMs to give a shape to specific areas of the mesh. To create variations of terrain, such as rocky parts, cliffs etc.
Now, I’ve got stuck a bit here, when the image texture in question should be scalable through out the whole mesh, but’s I can’t quite figure out how to do that. I tried to mess around with UV, but with no effect. I’m unsure what the size of this height map relies on.
As usual, any advice is much appreciated!
scale_displacement_on_uv_map.blend (2.5 MB)