When using an object that has displacement map. and adding it to a Render Layer using the Ambient Occlusion preset, the object lose its displacements.
Simply copy the shading network of your displacement
add an mib_amb_occ texture to the incandescence of the new shader
Adjust the mib_amb_occ as desired
repeat the above step for any other displacement shaders
Connect the same mib_amb_occ to the rest of the shaders





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I have run into this before, I understand that you can assign shaders to objects when using render layers. But if you have a lot of objects with different displacement then this workflow becomes not so "over ride"ish.
Is there any way in future releases to have an inherit displacement from master layer option. Something like that?
Thanks for all the great info on here. I'm picking up all kinds of cool little things that I did not know!
Posted by: nickzucc | 21/01/2010 at 12:17 AM
It does get tricky, but the way around this is simply to create a separate override shader for each different object type (that is one for each different type of displacement that you have), then simply plug your respective displacement nodes into the correct shading group for each one. So, you will have one ambient occlusion shader for each displacement type, one depth shader for each displacement type etc. etc. Once you get into the habit of this it's actually not that difficult.
Posted by: steve davy | 21/08/2010 at 04:09 AM