displacement tests thread

Get feedback from others on your works in progress
User avatar
pixie
Indigo 100
Posts: 2345
Joined: Sat Dec 29, 2007 4:54 am
Location: Away from paradise
3D Software: Cinema 4D
Contact:

Post by pixie » Wed May 28, 2008 12:10 pm

Dr, wouldn't you mind sharing that tuned preview scene so that we mere mortals could use to do some renders? :D

User avatar
cpfresh
Posts: 501
Joined: Thu Jun 14, 2007 12:20 pm
Location: California, USA
Contact:

Post by cpfresh » Wed May 28, 2008 12:14 pm

i think the tuned one was upped already in another thread.
http://www.indigorenderer.com/joomla/fo ... php?t=4209
:D

User avatar
cpfresh
Posts: 501
Joined: Thu Jun 14, 2007 12:20 pm
Location: California, USA
Contact:

Post by cpfresh » Wed May 28, 2008 12:18 pm

here is my meager attempt at greatness ... this displacement is really awesome. as was above, this material is borrowed from the maxwell site.
Attachments
im1211931834.png
its a grass and stone displacement!
im1211931834.png (433.13 KiB) Viewed 4517 times
im1211933082.png
and a carpet test ... looks funny on the edges. :/
im1211933082.png (478.08 KiB) Viewed 4515 times

User avatar
daniel_nieto
Posts: 173
Joined: Wed Apr 11, 2007 10:45 am
Location: Ciudad Guzman, Jalisco, México
Contact:

Post by daniel_nieto » Wed May 28, 2008 12:53 pm

those images drew a smile on my face... they are freakin awesome!!! :D
Image From México, Daniel Nieto .·.

User avatar
pixie
Indigo 100
Posts: 2345
Joined: Sat Dec 29, 2007 4:54 am
Location: Away from paradise
3D Software: Cinema 4D
Contact:

Post by pixie » Wed May 28, 2008 1:03 pm

@cpfresh
I see one problem in that stone grass implementation... they both have to have different IORs, and AFAIK Indigo don't support IOR maps.. so or stone will loke like grass or grass like stone. Perhaps one might give a great exponent map to grass and a lower to stone, and the future 16bit png might get handy at it... :)

User avatar
zsouthboy
Posts: 1395
Joined: Fri Oct 13, 2006 5:12 am

Post by zsouthboy » Wed May 28, 2008 1:23 pm

Dr, I figured out why the bottom isn't being displaced: the <subdivide_curvature_threshold> is too high for something completely flat! change it to 0.0 and watch the displacement happen :D

User avatar
cookieofdoom
Posts: 37
Joined: Fri May 23, 2008 3:24 am

Post by cookieofdoom » Wed May 28, 2008 1:24 pm

zsouthboy wrote:
cookieofdoom wrote:Wow! How long did you guys let these tests render (and on what kind of systems)? They look amazing!
Get yourself a quadcore and you'll wonder what you did without it! :D
Well, I just ordered a core 2 duo laptop on Ebay. I've got a dual core AMD as my main machine. I should be able to network them and get about the same performance. :twisted:
cpfresh wrote:here is my meager attempt at greatness ... this displacement is really awesome. as was above, this material is borrowed from the maxwell site.
Amazing. I can't wait to start using this.

User avatar
zsouthboy
Posts: 1395
Joined: Fri Oct 13, 2006 5:12 am

Post by zsouthboy » Wed May 28, 2008 1:43 pm

pixie wrote:@cpfresh
I see one problem in that stone grass implementation... they both have to have different IORs, and AFAIK Indigo don't support IOR maps.. so or stone will loke like grass or grass like stone. Perhaps one might give a great exponent map to grass and a lower to stone, and the future 16bit png might get handy at it... :)
Just take your IOR map and blend between the two desired IORs..

Wedge
Posts: 441
Joined: Sun Jan 14, 2007 11:33 am
Location: East Coast, USA

Post by Wedge » Wed May 28, 2008 1:44 pm

Nice tests everyone! I have been quite busy lately to keep up with the news so these types of threads are handy to see. :)
Content contained in my posts is for informational purposes only and is used at your own risk.

User avatar
zsouthboy
Posts: 1395
Joined: Fri Oct 13, 2006 5:12 am

Post by zsouthboy » Wed May 28, 2008 2:01 pm

So displacement doesn't work as I initially expected - Ono, can we have a way of defining the "midpoint" of the displacement? Instead of white spots simply being displaced outwards, black is sent upwards at <b> height / 2 as well. I expected black to stay where the mesh is...

Here's a test (and how I figured out the curve threshold problem). Plane has 10 subdiv levels.

Map generated in photoshop - render->fibers, then 30 px mosiac
Attachments
im1211939995.jpg
Different view.
im1211939995.jpg (64.86 KiB) Viewed 4481 times
im1211938503.jpg
Plane displaced
im1211938503.jpg (18.18 KiB) Viewed 4488 times

User avatar
OnoSendai
Developer
Posts: 6243
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Post by OnoSendai » Wed May 28, 2008 2:34 pm

Hi zsouthboy,
the a, b and c parameters are coefficients from a quadratic polynomial.
So 'c' is the constant term, and can be used to set a constant displacement.

User avatar
CoolColJ
Posts: 1738
Joined: Mon Jun 25, 2007 1:47 pm

Post by CoolColJ » Wed May 28, 2008 2:47 pm

damn, that looks great guys!

User avatar
zsouthboy
Posts: 1395
Joined: Fri Oct 13, 2006 5:12 am

Post by zsouthboy » Wed May 28, 2008 2:52 pm

OnoSendai wrote:Hi zsouthboy,
the a, b and c parameters are coefficients from a quadratic polynomial.
So 'c' is the constant term, and can be used to set a constant displacement.
Got it - I should've guessed that since you supported the a b and c terms for everything else :)

I do have another issue though: it seems randomly (when making small changes to the texture) indigo will refuse to subdivide and displace my plane (all the steps say 0 subdivided, 2 skipped)

Change the texture slightly, and it's fine.

Odd.

Edit: I'll attach the offending textures: the one without the "Carpet" text works fine. When i added the text, it didn't subdivide.

Edit2: those are actually huge, I'm wasting bandwidth and the problem is solved, so deleted them :)
Last edited by zsouthboy on Wed May 28, 2008 3:02 pm, edited 1 time in total.

User avatar
OnoSendai
Developer
Posts: 6243
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Post by OnoSendai » Wed May 28, 2008 2:56 pm

try setting

<subdivide_curvature_threshold>-1</subdivide_curvature_threshold>

in the mesh.

User avatar
zsouthboy
Posts: 1395
Joined: Fri Oct 13, 2006 5:12 am

Post by zsouthboy » Wed May 28, 2008 3:01 pm

That worked perfectly, thank you Ono.

-1 disables the adaptive algorithm I assume? :)
Attachments
im1211943176.png
im1211943176.png (369.3 KiB) Viewed 4461 times

Post Reply
174 posts

Who is online

Users browsing this forum: No registered users and 9 guests