displacement test (final)

Get feedback from others on your works in progress
BbB
Posts: 1996
Joined: Fri Feb 09, 2007 8:28 am
Location: Berlin
Contact:

displacement test (final)

Post by BbB » Tue Dec 11, 2007 7:51 pm

This is just a test I did while cooking a new angle on my plastic robots. I wanted to know whether Blender displacements could be useable in an interior or if they would just send everything crashing due to the size of the meshes.
It sorts of works, though the rest of the scene is by no means heavy. The stone wall accounts for about 90 per cent of the polys. To lighten the scene for indigo, I projected the tileable texture once onto a plane, which I divided quite a few times, and instead of tiling it, I copied several instances of this plane, each corresponding to a tile, and pasted them alongside each other to form the wall.
(Armchair by evermotion)
Attachments
im1197329548.jpg
im1197329548.jpg (272.91 KiB) Viewed 18971 times
Last edited by BbB on Sat Dec 15, 2007 9:50 pm, edited 2 times in total.

User avatar
tungee
Posts: 482
Joined: Mon Jul 03, 2006 8:17 pm
Location: Gießen Germany

Post by tungee » Tue Dec 11, 2007 8:05 pm

wonderful!
Music has the right to children!

User avatar
rgigante
Posts: 326
Joined: Wed Jun 28, 2006 6:46 am
Location: Italy

Post by rgigante » Tue Dec 11, 2007 8:11 pm

I HATE your tests!

A-Class.

Riccardo.

User avatar
OnoSendai
Developer
Posts: 6244
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Post by OnoSendai » Tue Dec 11, 2007 8:39 pm

Very nice test.
Technically speaking it seems to work well.
The displacement map seems a little flat and uniform in it's maximum displacement values, however.

BbB
Posts: 1996
Joined: Fri Feb 09, 2007 8:28 am
Location: Berlin
Contact:

Post by BbB » Tue Dec 11, 2007 11:45 pm

Thanks Ono, I'm going to try with a different map tonight. The values are quite tricky. Even with so much subdivision (the wall alone is about 300,000 polys), smoothing errors start becoming visible as you raise the value. IN fact, the value is probably a bit high now. I'm trying to get to the bottom of what the best displacement/bump compromise could be. Obviously, with so many polys, this only works with very simple scenes. It's not so much a problem with Indigo thanks to instancing, but the limitation is Blender (no Win 64 bit version and massive viewport slowdown) and the exporter.

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

Post by zsouthboy » Wed Dec 12, 2007 1:40 am

BbB:

1) Great looking test - that's the extent of my displacement in blender testing, so I'm interested in what you come up with.

2) Either compile Blender with the /LAA switch or download a build from graphicall.org with it compiled in. I've successfully crashed blender at 3.6 gb (trying to import one of the stanford .ply models) on my win x64 laptop; instead of the usual 1.6gb limit.

Not that viewport slowdown is the memory problem: we need/someone needs to hack in a raytraced viewport into Blender, because sending 7 million polys to a videocard (depending on the card) is uselessly slow. Conversely, in the "play" version of Radium2, the viewport stays nice and useable, even with the aforementioned .ply model in it, since it's raytraced.

jeffr
Posts: 120
Joined: Sun Jan 28, 2007 2:08 pm

Post by jeffr » Wed Dec 12, 2007 2:32 am

BbB-you are like a modeling/rendering machine, pumping out one great render after another.

BbB
Posts: 1996
Joined: Fri Feb 09, 2007 8:28 am
Location: Berlin
Contact:

Post by BbB » Wed Dec 12, 2007 2:33 am

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.

BbB
Posts: 1996
Joined: Fri Feb 09, 2007 8:28 am
Location: Berlin
Contact:

Post by BbB » Wed Dec 12, 2007 2:36 am

jeffr
Thanks Jeff. Very kind. Which reminds me I have some real work to do :wink:

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

Post by Kram1032 » Wed Dec 12, 2007 2:53 am

nice stones :)

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

Post by CTZn » Wed Dec 12, 2007 5:00 am

Funny, I was myself playing with displacement tonight. I figured out that by applying the same displacement map various times to a plane I could get a messy soil with random rocks for cheap (consecutive disp have the effect of inflating the details, while after first disp pass they are just pulled out).
obsolete asset

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

Post by Kram1032 » Wed Dec 12, 2007 5:02 am

nice :) render?

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

Post by CTZn » Wed Dec 12, 2007 5:06 am

Erf I just kept an under-rendered, alienish variation, not sure you'll see much...

here
obsolete asset

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

Post by Kram1032 » Wed Dec 12, 2007 5:21 am

lol
very interesting, though ;)

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

Post by CTZn » Wed Dec 12, 2007 6:01 am

Here, a better illustration. Quickly thrown, I hope you don't mind BbB...

The texture, a simple fractal with threshold.
obsolete asset

Post Reply
50 posts

Who is online

Users browsing this forum: No registered users and 35 guests