I was previously trying to focus on the displacement within the shader and what I really needed to be focusing on was the big picture of what the shader will be used for. It needs to export maps. Maybe I can put some code in to satisfy myself to alter the mantra node if certain maps are not necessary to be outputted.
In any case, the shader now has the ability to output: diffuse, spec, ambient occlusion, height (not pz), and tangent space normals. I am now working on patterns that will effect the diffuse and spec like dust and dirt. To the bat cave!
In any case, the shader now has the ability to output: diffuse, spec, ambient occlusion, height (not pz), and tangent space normals. I am now working on patterns that will effect the diffuse and spec like dust and dirt. To the bat cave!