Offsetmapping with ShaderFX wrong result if not at the center of the world

Offsetmapping with ShaderFX wrong result if not at the center of the world

Anonymous
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Offsetmapping with ShaderFX wrong result if not at the center of the world

Anonymous
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Hi guys, 

 

I am experimenting parallax mapping within shader FX ( using the offset mapping node ) on my eyeball shader to simulate iris refraction. I got pretty good result when my object is at the center of world but as soon as I am moving it away from the center I got the wrong result. ( the pupil offsets in the direction of the move ) 

I dug into the offset bump node as you can ungroup it.

It looks like the conversion from camera view vector to tangent space isn't doing it properly 
Can someone point into the right direction ? What am I doing wrong ? 

Thank you 

 

 

RT_EYE_BUG.gifRT_eye_graph.JPG

 

 

 

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