displacement tests thread
- PureSpider
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- Joined: Tue Apr 08, 2008 9:37 am
- Location: Karlsruhe, BW, Germany
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- PureSpider
- Posts: 1459
- Joined: Tue Apr 08, 2008 9:37 am
- Location: Karlsruhe, BW, Germany
- Contact:
- drBouvierLeduc
- Posts: 412
- Joined: Wed Oct 11, 2006 2:32 am
- Location: france
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
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
More seriously, this is pure Indigo displacement from a 8x8 poly plane. Cropped from a 1600x1200 render:

Martian or mediterranean ground
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.

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>
[/...]At this stage I need a higher texture, 4096² would be just enough at these settings I think. No bump used.
obsolete asset
- Borgleader
- Posts: 2149
- Joined: Mon Jun 16, 2008 10:48 am
Yeah the nehalem is a beast. REALLLY. I cant wait to get my hands on oneCoolColJ wrote:good question
Intel Nehalem is smoking fast! me wants
and new gen of ATI video cards are cheap and fast too
benn hired a mercenary to kill my sig...
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v_mulligan
- Posts: 126
- Joined: Wed Nov 28, 2007 9:16 am
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.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!
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v_mulligan
- Posts: 126
- Joined: Wed Nov 28, 2007 9:16 am
How are you managing to avoid the UV seam issue? Have you found a workaround?drBouvierLeduc wrote:Ok, very very last time I flood this thread with the same scene I promise
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.
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