Displacement Issue w/Multiple Shaders

Question

So I'm working on my motorcycle exercise submission for Jonathan's texturing course and I've applied a mud texture to some of the painted surfaces. It looks ok with a just a bump but I want to use a displacement on the mud too. I figured I could use the same color ramp that masks where the mud is placed as a factor for the displacement but I'm not getting the result I want. Either it shows nothing or displaces the whole bike like a balloon. I know it's not easy to give advice without seeing the nodes but if anyone has a suggestion, or even an example of a node setup I could see, I'd appreciate it.Render2.jpg

  • spikeyxxx replied

    Do you mean something like this? (I know it doesn't look like mud):

    Mask.png

    Not sure why it doesn't work in your case...seeing your Node Tree would indeed be really helpful

  • spikeyxxx replied

    Oh wait, are you using the original motorcycle as it is....that has not enough geometry for a nice displacement! You'll just have to be happy with Bump or Normal Map.

  • Jonas Winfield(jwinfield) replied

    Yes and yes. Thank you for that example as that is the exact effect I was attempting to produce. Your node tree looks like what I have and I’m using the original bike UVs. Wouldn’t adding a subsurface modifier add the geometry I need?

    1 love
  • spikeyxxx replied

    A Subsurf wouldn't create regular topology. My Cube actually looked like this in Edit Mode with an additional Adaptive Subdivision on top:

    Mask1.png

    1 love
  • Jonas Winfield(jwinfield) replied

    Hmm. I might need to settle for a bump after all, which would be ok. Not ready to give up yet, though.