Table Of Contents
This shader allows you to blend the results of up to 4 displacement mapping shader nodes. It is essentially a displacement equivalent of the bump blender shader.
The output of this shader is a displacement vector, which when attached to the material displacement input will result in a perturbed surface and normal.
Since this shader outputs a vector, but a material displacement shader connection in Softimage is a scalar, this node must be connected directly to the material. This means that no other math nodes can be placed after it, otherwise incorrect displacement will result.
This is the displacement vector for the base layer of the material.
Layer 0, 1, 2
This is the displacement vector for a subsequent layer of the material.
This is a scale that is applied to the displacement vector, to control the 'strength' of the displacement.
By default the blending method for layers is that they 'take' from the previous layers and so on. For example, if Layer 0 had a 'Blend Weight' of 1.0, the base layer would contribute nothing, leaving only Layer 0's displacement contribution. This option allows you to disable that blending rule and just add the subsequent layers.
Layer 1 Weight: 0.0
Additive Mode: Disabled
Base Layer: Brick Texture
Layer 1: Cobblestone Texture