displacement tests thread

Get feedback from others on your works in progress
User avatar
PureSpider
Posts: 1459
Joined: Tue Apr 08, 2008 9:37 am
Location: Karlsruhe, BW, Germany
Contact:

Post by PureSpider » Mon Jun 09, 2008 11:27 pm

There are some smoothing and tiling errors with the subdivision, even if it's off... Don't know why but they are definitely there!

crojack
Posts: 396
Joined: Tue Dec 04, 2007 1:48 pm
Location: Portland, Oregon
Contact:

Post by crojack » Wed Jun 11, 2008 7:13 am

any chance the settings could be included with each post? I'm just trying to get a ballpark idea of where to start.
I can get displacement in the preview, but not in the model, or the model gets all wonky.
just trying grass on a curved surface.
thanks!

User avatar
suvakas
3rd Place Winner
Posts: 2613
Joined: Mon Sep 04, 2006 11:08 pm
Location: Estonia
Contact:

Post by suvakas » Sat Jun 14, 2008 6:02 am

I did a small animation with displacement map. Just for fun. 8)
(xvid)
Grass animation

User avatar
PureSpider
Posts: 1459
Joined: Tue Apr 08, 2008 9:37 am
Location: Karlsruhe, BW, Germany
Contact:

Post by PureSpider » Sat Jun 14, 2008 6:34 am

w00t nice stuff :)

User avatar
Kram1032
Posts: 6649
Joined: Tue Jan 23, 2007 3:55 am
Location: Austria near Vienna

Post by Kram1032 » Sat Jun 14, 2008 11:45 pm

lol nice :D

User avatar
drBouvierLeduc
Posts: 412
Joined: Wed Oct 11, 2006 2:32 am
Location: france

Post by drBouvierLeduc » Sun Jun 15, 2008 12:54 am

very instructive test

Comm512
Posts: 43
Joined: Thu Apr 10, 2008 7:41 pm

Post by Comm512 » Thu Jul 17, 2008 9:04 pm

Omg.. this stuff still looks awesome. I feel so noobish, but i cannot get displacement to work like you all do

All my tests show a wavy mesh. Now i believe i made a mistake not to use subdiv in blendigo (1.1.5), or do you use a subdiv modifier in blender?

Maybe it is a good thing to collect this kind of feature explainations in the tutorials section

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Thu Jul 31, 2008 3:01 pm

A soil test, noise helps here since the bump mapping was very faint, mostly featuring (Maya :mrgreen:) displacement woops

Image
obsolete asset

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Post by CTZn » Fri Aug 01, 2008 1:45 am

More seriously, this is pure Indigo displacement from a 8x8 poly plane. Cropped from a 1600x1200 render:

Image
Martian or mediterranean ground :)

Code: Select all

<material>
	<name>initialShadingGroup</name>
	<diffuse>
		<random_triangle_colours>false</random_triangle_colours>
		<albedo_spectrum>
			<rgb>
				<rgb>1 0 0</rgb>
				<gamma>2.200000048</gamma>
			</rgb>
		</albedo_spectrum>
		<albedo_texture>
			<uv_set>default</uv_set>
			<path>textures/ground.tga</path>
			<exponent>2.200000048</exponent>
		</albedo_texture>
		<displacement_map>
			<uv_set>default</uv_set>
			<path>textures/ground.tga</path>
			<exponent>1</exponent>
			<a>0</a>
			<b>0.3</b>
			<c>-0.15</c>
		</displacement_map>
	</diffuse>
</material>

[...]
    <max_num_subdivisions>16</max_num_subdivisions>
    <subdivide_pixel_threshold>3</subdivide_pixel_threshold>
    <subdivide_curvature_threshold>-1</subdivide_curvature_threshold>
    <subdivision_smoothing>true</subdivision_smoothing>
[/...]
soil_test_texture only.zip 2048px² 5MB

At this stage I need a higher texture, 4096² would be just enough at these settings I think. No bump used.
obsolete asset

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

Post by CoolColJ » Fri Aug 01, 2008 8:20 pm

When I get my new quad core system I'll join the fun :)

User avatar
suvakas
3rd Place Winner
Posts: 2613
Joined: Mon Sep 04, 2006 11:08 pm
Location: Estonia
Contact:

Post by suvakas » Fri Aug 01, 2008 8:36 pm

CoolColJ wrote:When I get my new quad core system I'll join the fun :)
This year? :P (joke)

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

Post by CoolColJ » Fri Aug 01, 2008 8:48 pm

good question :twisted:

Intel Nehalem is smoking fast! me wants
and new gen of ATI video cards are cheap and fast too

User avatar
Borgleader
Posts: 2149
Joined: Mon Jun 16, 2008 10:48 am

Post by Borgleader » Sat Aug 02, 2008 12:06 am

CoolColJ wrote:good question :twisted:

Intel Nehalem is smoking fast! me wants
and new gen of ATI video cards are cheap and fast too
Yeah the nehalem is a beast. REALLLY. I cant wait to get my hands on one :) But first comes a new vid card. Probably around x-mas time. Since prices are usually lower and ati/nvidia usually release a new batch of them around november so...
benn hired a mercenary to kill my sig...

v_mulligan
Posts: 126
Joined: Wed Nov 28, 2007 9:16 am

Post by v_mulligan » Sat Aug 02, 2008 10:06 am

BbB wrote:The Doc's really inspiring and clever.
Having a try at rock too... Displacement's just phenomenal. Got to try this with a ZBrush sculpt!
I've been trying it with ZBrush sculpts, and I've been running into a lot of troubles. It seems that Indigo just can't handle UV seams at all -- which limits artists to very simple meshes. Here's the thread for the problem. The good news is that 32-bit EXR maps seem to work fine for displacement maps, so the ZBrush->Indigo pipeline ought to work.

v_mulligan
Posts: 126
Joined: Wed Nov 28, 2007 9:16 am

Post by v_mulligan » Sat Aug 02, 2008 10:12 am

drBouvierLeduc wrote:Ok, very very last time I flood this thread with the same scene I promise :oops:
Just a bigger shot with a different lighting, and cooked longer.
The grass is made of different instanced meshes I found somewhere on the net (all good quality), as they were free I can share them if you're interested.
How are you managing to avoid the UV seam issue? Have you found a workaround?

Post Reply
174 posts

Who is online

Users browsing this forum: No registered users and 93 guests