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Masking area affected by displacement modifier

Rozzy85
polycounter lvl 2
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Rozzy85 polycounter lvl 2
I've been trying to find a way to control the effects of the displacement modifier by masking the areas I don't want it to affect. Here's an example of the masking.


I've been able to do it using vertex paint but it will only work when "Use Existing Mapping" is checked. This is fine for something like the sphere pictured but for more complex meshes with faces at extreme angles to one another you get stretching/overlap.


From what I can tell it's using the normal direction or something like that and I can't seem to override it and use spherical mapping with the vertex paint mask. Does anyone happen to know if it's possible to do so? I have found it can be done by first UV'ing the mesh and then simply using a texture mask but it's not very flexible and more tedious to get the right results compared to using vertex paint.

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