Pb with textures used in modifier stack

Hi,

Here are 2 objects sharing the same mesh datablock.
They also have a displace modifier using a cloud texture as basis for the displacement.
BUT the displacement is exactly the same in both objects.


So i thought I would use another cloud texture datablock, but the result is exactly the same !

So you know how i could do so that the 2 cloud textures are differents (but still the same size).
What I’d nedd is some sort of “seed” number to change, but I can’t find any !

use info node with random value

but not certain it will affect the displa modif

happy cycles

May be you have to change texture space in modifier settings to world or some object (that is most useful option)?

@RickyBlender: but where ? I don’t think I can access this texture as a node !
In the node editor there are no way to access these i think…

@28selves: yes that does the trick ! But with the side effect that moving the object will greatly modify the displacement… But i can live with that !

I use cycles.
In fact that point shouldn’t even be relevant.

The problem is that i can’t access the texture i use in the modifier in the node editor and vice versa ! That’s very very dumd ! :slight_smile:

looks like displace modifier texture is not yet accessible directly with node!

but you can add another texture to modulate it with nodes
and that one can use the info random value!

hope that one day we get a new node to do that directly !

happy cycles

Could you just use Empties to control Displacement? (Texture coordinates set to Object on Displ mod tab).
It can cause some inconvenience because of parenting when things need to be moved around though. If you need several different objects that can be one Empty which then controls all group.

? I don’t get it.
Yes I can create a node-based texture with a random value. But how can i use it in the modifier stack ?
In fact it has to be either object / brush or world texture…

Can you provide me with a .blend example if you managed it ?

@eppo: yes, in fact using object does the trick ! I can’t believe i didn’t thought of that.
But you are right: it is a bit tedious with parenting when i have to move the obect…

Still I’d be very interested to know why displacement textures can’t be accessed like others !

let me re phrase that

there is no access right to the texture of the displace modify
apart of adding an empty to control it but not in nodes editor!

displas modifier changes the verts location of mesh data

texture in nodes editor will change only the texture look not the verts on mesh
so if you want to change the texture look it can be done in nodes editor by adding another texture on your object
and using info nodes to add some randomness
but this wont change the verts on mesh only the node texture look!

if you want to change the verts data then you might have to use drivers to do an animation
or use the custom nodes which can use a script

and may be use the OSL but not certain if it has access to the Displas modifier yet!

note:
for small displacements you could use the material displacement in nodes
or use a bump or normal map but far from being as strong as the displacement modifier!

thanks

But how is a texture used in a displacement modifier different from a texture used as a brush or in a material node ?

After all there are exactly the same !
I would have expected to be able to access displacement textures in the node editor just as well as you access brush or world or material textures…

In fact I don’t understand why there are differences, why do we have to separate them ?

it is not different only that cycles nodes does not have a node for that yet !

but probably on the to do list !
hope to see it soon !

happy cycles