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I'm using material displacement to make a mountain range and I was wondering if there's a way to use the displacement information to drive a hair particle system (for trees) because I'm trying to keep everything as procedurally generated as possible.

My first thought was to turn the values of the displacement into a weight map but I can't figure out how to do it. If anyone knows a way, or a better way of doing this, it'd be much appreciated. :)

Here's the material displacement I want to use as a weight map: material displacement I want to use as a weight map

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  • $\begingroup$ You mean a procedural (no image) displacement, using a displacement shader? $\endgroup$
    – Robin Betts
    Commented Sep 22, 2020 at 19:05
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    $\begingroup$ Yes, and to use that data for a weight map $\endgroup$
    – obfuscate
    Commented Sep 22, 2020 at 19:35
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    $\begingroup$ You'd have to bake the height to an image texture, first, I think. (in which case you may as well use it for the other things) Would that screw your whole procedural workflow? $\endgroup$
    – Robin Betts
    Commented Sep 22, 2020 at 20:09
  • $\begingroup$ Ah right thanks. Yes I was hoping there'd be a way for the displacement info to directly drive the weight map so it could be 100% procedural but I guess that's not possible. Thanks anyway! $\endgroup$
    – obfuscate
    Commented Sep 26, 2020 at 14:55

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