Hi - perhaps an obvious one but it has me stumped:
I have a ground-plane object with a displacement texture applied, not too much, but it clearly *moves the plane* in the Arnold IPR, while leaving the geometry in the C4D viewport in the same place (let's say at Y=0). So, C4D Y=0, but in the IPR the plane is now at Y= something else.
So then placing objects on the plane leaves them 'hanging in space' in the IPR, as the plane is now at Y= minus 12, (approx), or, depending on the displacement, sunk in to the geometry in the viewport.
Is there a workaround for this? Or do you just have to 'eyeball' it in the IPR and accept intersecting geometry or floaty geometry in the viewport? How to keep objects with the same Y co-ordinates 'resting on each other' in the viewport when displacement is applied? Or rather, how to ensure the displaced geometry still has a useful co-ordinate system in the viewport?
Test plane yellow @ Y=0
Displaced plane @ Y=0
Viewport to IPR mismatch for useful co-ordinates
I think I've sussed it out...
The Scalar Zero value just needs to be adjusted until the Y=0 parts of the map are, in fact, at Y=0...
I was just leaving it at 0.5 and assuming that's 'correct', but it obvs depends on what shade of gray has been used for 0 in the actual map!
Then use the Arnold tag to play with height and padding until the look is whatever you want.
If that's wrong, please let me know! thx