Hello. I need small caverns filled with darker color on surface of my material. I generated musgrave procedural texture and use it as factor for mixing of two shaders: Basic color shader and darker shader for small caverns.
I also try to use it as displacement texture, beause i need smooth surface with rare small caverns filled with darker color. But displacement alorithm do quite the opposite.
But i end up with the same result. I guess i’m doing something wrong.
UPD: I find my mistake. It seems that my noise texture is used for displacement as a whole, not as factor for two shaders mixing. Strange.
@alive-one:
It appears that simply inverting witht he invert node doesn´t work as expected. Stuff like this can be tested best if you simply use an emission node and plug the setup into that.
If you simply invert the Musgrave texture with the invert node the texture is inverted but overbright. This is weird. The same happens if you plug the Musgrave into a mix node and set the mix nodes colors to black and white.
@Lumpengnome. for me it works with smaller values of Scale in Musgrave settings, but dark caverns are too big.
[ATTACH=CONFIG]411790[/ATTACH]
[ATTACH=CONFIG]411789[/ATTACH]
Is there a way to make them smaller without increasing Musgrave scale?
Thank you, i will try another mode of ColorRamp, and also RGBCurves node instead of ColorRamp. I noticed displacement strange behavior, but i thought that it is me doing something wrong.
At current moment, I reduced multiply value to 0.01 and get some result, but still not good enough i guess.
Nodes
UPD: B-Spline interpolation mode works just fine. Combined with Math->Multiply node it provide all necessary control over displacement.
Here is result.