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I'm looking to combine a Displacement Node output with a standard XYZ Node to "move" the object in the world via Shaders. Both are trivial on their own, but combining the two acts strange.

I have a Suzanne test scene, with a Voronoi grid being used for both Displacement and the Principled Base Colour (images, GIF, and blend attached below). In rendered mode, the desired behaviour would look the same as grabbing the object and moving (no scale or rotation needed), but instead by changing the XYZ Nodes in the Shader (highlighted orange).

As of now, with the Displacement and Base Colour taking the same input the grid pattern colour seems to desync from the grid pattern displacement. What's the best approach?

GIF of effect vs broken approach

Nodes, including a workaround in shaders that isn't ideal as the Voronoi has to be duplicated Node setup with a bad workaround

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    $\begingroup$ why use 2 voronoi is a problem? you can create a group with both and same input for single control. Or you can just considering switch your coordinate, use UV or Generated $\endgroup$ Commented May 7 at 4:05
  • $\begingroup$ That's the current setup in my main blend, complex setups in the groups will add to the render times. An approach that combines the two could save processing but I'm not sure if that's possible $\endgroup$ Commented May 7 at 5:48
  • $\begingroup$ IMO due to your approach (a bit overkill in the context of your example but I assume you're using it in another more complex setup) you do need 2 voronoi nodes, because everything is streamlined and you're calculating the displacement BEFORE applying the transformation. If you're worried about performance I would not suggest relying on the displacement node to do some regular transformations, this kind of things can easily be done with geometry nodes for a fraction of the computational cost. $\endgroup$ Commented May 7 at 8:13
  • $\begingroup$ @KitOaken How much more complex will the setup be than what is shown here? Because when I render it there is no noticeable difference in render time. But if the complexity overall is independent from this specific part, I would be more concerned about the rest of the setup affecting the render time. $\endgroup$ Commented May 7 at 8:15
  • $\begingroup$ Edit: Generated coordinates instead of Object do seem to do the trick $\endgroup$ Commented May 7 at 8:15

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