displacement

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OnoSendai
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Re: displacement

Post by OnoSendai » Fri Jul 11, 2014 10:53 pm

sunlooksgreen wrote: @ono do you see a workaround for the extended gap problem at the beginning of the cut (no tangency of the two sides separating, more like an U)?
also, do you think this material could be done on isl? is it feasible with such complex geometry?
The rounded gap corners are just there because I "hacked" up the alpha map (clip map) in an image editor to make the gaps larger. The better solution is to leave the alpha map the same and change the displacement map.

I might have a crack at it in ISL. I'm not sure exactly which shape to go for tho, there seem to be a few different ways of stamping out this metal.

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bubs
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Re: displacement

Post by bubs » Sat Jul 12, 2014 12:00 am

Thanks Ono! This definately made a big improvement for me. Not perfect, but for anything other than an extreme close-up I really don't think you'd notice on mine now.

sunlooksgreen

If you're worried about massive subdiv - on a repeated displaced texture like this I always make a small subdivided component (say 600x600mm for this material) and then make dummies to reference that. Means you only have a small section within SketchUp with a lot of geometry, but it still renders perfectly.
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default.jpg
dummies.jpg

sunlooksgreen
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Re: displacement

Post by sunlooksgreen » Sat Jul 12, 2014 10:27 am

@bubs thanks for the tip, but the dummies strategy wouldn't be practical on models with complex envelopes where openings/boundaries don't follow horizontal vertical modulated patterns

@ono i will model myself one piece and send it to you if that helps

sunlooksgreen
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Re: displacement

Post by sunlooksgreen » Sat Jul 12, 2014 10:25 pm

here you are, a pretty commune type used in architectural cladding, on 3 different 3d formats:
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test indigo.rar
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galinette
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Re: displacement

Post by galinette » Sun Jul 13, 2014 8:11 am

This material should be done with instancing a elementary geometry tile instead of displacement! It's a little bit more complex to set it up in the modeler, but will be much more clean and efficient.
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sunlooksgreen
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Re: displacement

Post by sunlooksgreen » Sun Jul 13, 2014 11:30 pm

hi galinette, and how would you do that in sketchup with such a building?
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9c0856e9bd00eba9fbb90a48f29be1cf.jpg

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galinette
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Re: displacement

Post by galinette » Mon Jul 14, 2014 12:27 am

I would do as explained, by instancing a base tile of the material, and define holes / cuts with a B&W textures blending the metal with null (this requires a shader, so I must admit that it's not easy to do)

I'm curious, is the whole facade made of stretched metal grid, with round holes in it? Can you cut holes in a stretched metal grid?
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sunlooksgreen
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Re: displacement

Post by sunlooksgreen » Mon Jul 14, 2014 4:14 am

no.. it was just to illustrate a case with a complex envelope; i meant.. just imagine you have to do such façade, with expanded metal and some big openings (no mix of holes+expanded..sorry to create confusion)

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bubs
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Re: displacement

Post by bubs » Wed Jul 23, 2014 3:30 am

The new 3.8.6 release seems to have sorted this issue!
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mesh.jpg

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