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 !
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 !
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!
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 ?