displacement test (final)

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BbB
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Post by BbB » Wed Dec 12, 2007 6:11 am

Looks really interesting. I've got to try that.

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CTZn
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Post by CTZn » Wed Dec 12, 2007 6:17 am

Thanks ! You'll make wonders, I'm sure ;)

That's really fun stuff, you can change the texture between different passes etc. However from pass to pass you have to dimm the displacement values or there may be self interpenetration.

Edit: One more iteration, I think that pretty much demonstrates my assertion. Couldn't go higher (would be around 4 Millions tris).
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BbB
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Post by BbB » Wed Dec 12, 2007 10:47 am

Yep, that's amazing. It starts looking like Terragen. Do you subdivid each time you make a new pass?

kadajawi
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Post by kadajawi » Wed Dec 12, 2007 12:26 pm

Sweet jesus BbB... very nice. I doubt that it's an alternative to a displacement function in Indigo though as soon as you need a bit more displacement.

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zsouthboy
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Post by zsouthboy » Wed Dec 12, 2007 1:27 pm

BbB wrote:zsouthboy
Hey Zboy. Am afraid 2) is Chinese to me. Do you mean I can somehow download a windows 64 bit version of Blender? Sorry for being so useless... But that would help a lot.
Sorry, I forget you're more of a creative guy than technical nerd like me :P

Here, download this:

http://www.graphicall.org/builds/builds ... how&id=493

Blender is not typesafe to be compiled for Windows x64, that's why there isn't a version available for it.

However, the linked build is compiled with the /LAA flag: it means the application is built with large address awareness.

Instead of the default 2gb per process maximum that is usual for 32-bit programs on windows, a /LAA program can use up to a full 4 GB of memory. (realistically around 3.6/3.7GB before it crashes, in Blender's case)

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CTZn
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Post by CTZn » Wed Dec 12, 2007 2:28 pm

BbB wrote:Yep, that's amazing. It starts looking like Terragen. Do you subdivid each time you make a new pass?
I did that before the last pass only, using linear smoothing (makes tris out of tris whereas exponential smoothing turns everything into squares).

Yes that technique may be used by Terragen, not sure but sounded so.

Answer to following post: No really the technique was in the air at least for 2 years or so; as far as I'm concerned I heard about with FrancescaLuce multi-disp plugin for mental ray.
Last edited by CTZn on Wed Dec 12, 2007 8:07 pm, edited 1 time in total.
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BbB
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Post by BbB » Wed Dec 12, 2007 7:59 pm

kadajawi
Hi K. Yes, I think one limitation of this is that it won't work with large, non-tileable textures (no instancing of the tile possible). Also, even with such heavy-poly objects, the displacement is very rough, so you can't have your camera anywhere near the displaced object. Finally, you probably won't be able to use it in already geometry heavy scenes. That's quite a lot of limitations already.

zsouthboy
Thanks Z. It sounds like you may just have saved my life. Now we may be able to import proper Zbrush sculpts in Blender!

CTZn
You found yourself a nice trick, CTZn. I tried it here and it works (Though it does not do any good to my brick wall). I'm sure I can think of ways to use it though. Think how great it would look with a kind of rough rock diffuse map.

(Here's another stone wall. I think I prefer the first.)
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Stur
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Post by Stur » Thu Dec 13, 2007 1:28 am

Hi BbB,

I looked at your wall several minutes before finding what disturbs me. And what distrubs me, is the lack of joints.
But I like the irregular surfaces of your stones.

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Kram1032
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Post by Kram1032 » Thu Dec 13, 2007 4:43 am

very nice :)

BbB
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Post by BbB » Thu Dec 13, 2007 4:46 am

Kram1032
Thanks :)

Stur
The map doesn't show joints, so I guess it's just drystones. But the big gaps between stones might also be an effect of using a bump map instead of a genuine displacement map based on a Zbuffer pass. Every sharp shadow gets rendered as a deep recess. I'm hoping the Arroway stone textures I've ordered will solve this.

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Zom-B
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Post by Zom-B » Thu Dec 13, 2007 5:53 am

BbB wrote:Kram1032
Thanks :)

Stur
The map doesn't show joints, so I guess it's just drystones. But the big gaps between stones might also be an effect of using a bump map instead of a genuine displacement map based on a Zbuffer pass. Every sharp shadow gets rendered as a deep recess. I'm hoping the Arroway stone textures I've ordered will solve this.
using an 16bit or even 32bit map for the displacements could help.

give Crazy Bump a try, its a great tool to generate normal maps and Bump/displacement maps!
the bump Maps can be saved as 16bit images too!
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Kram1032
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Post by Kram1032 » Thu Dec 13, 2007 5:57 am

What's the use of it, if Indigo doesn't support half- or float images as anything else besides exr?

PNG can be saved as 16-bit but as Indigo's support, there, is very sensitive, I bet, it wont work... (or should it?)

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Zom-B
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Post by Zom-B » Thu Dec 13, 2007 6:02 am

Kram1032 wrote:What's the use of it, if Indigo doesn't support half- or float images as anything else besides exr?

PNG can be saved as 16-bit but as Indigo's support, there, is very sensitive, I bet, it wont work... (or should it?)
As far as I tested Indigo takes 16bit png's havn't tested to use exr as textures (would be great if this would be supported!!!)

But Anyway... As fa as I read this Thread this Displacement is done by using some Blender Texture to geometry magic, and Blender shouldn't have problems with 16bit textures... right??!
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Kram1032
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Post by Kram1032 » Thu Dec 13, 2007 6:04 am

Blender itself not, right. It's very insensitive, in that case - it simply does :D
(though, I once tried floating point images. They worked to a degree, but then, Blender crashed)

BbB
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Post by BbB » Thu Dec 13, 2007 9:43 am

Yes, true. We're only interested in Blender at this stage. Of course, when we get MPD straight in Indigo, we're gonna start bitching about 16 and 32 bit support :wink:

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