Hi,
I'm using a displacement texture for an interior scene that requires the usage of the tessellation feature (looks nicer than normal map).
However, as shown on the image below its position gets shifted forward. Is there a way to have the rendered texture at the same spot ? Using a multiply shader with factor 0 works but then I loose all the microdisplacement. So far the only workaround I figured is to compensate the object position with translation but it will quickly become tedious with more complex scene...
Any help ?
Cheers,
Thibaut.
Try adding a math(subtract) node set to 0.5 before the multiplication. This ensures that the centerline of the displacement always stays where the geometry is, and you can still control the strength with the multiply node.