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displacement tests thread
Posted: Wed May 28, 2008 7:24 am
by drBouvierLeduc
Share your displacement tests with the world !
Here are my first shots.
(I'm lazy so I only used the preview scene)
Posted: Wed May 28, 2008 7:32 am
by PureSpider
Why is the base of the test scene not displaced at all?
Posted: Wed May 28, 2008 7:36 am
by zsouthboy
Good idea on the thread, rather than filling up the 1.1.1 thread with em

And I noticed the base on mine weren't getting displaced either

Not sure what I'm doing wrong, it's definitely getting subdivided..
Posted: Wed May 28, 2008 7:49 am
by drBouvierLeduc
The base is not displaced because it's not subdivided.
I keep it this way to save some memory, waiting for the x64 release (wich is really needed when using subdivision+displacement).
@zsouthboy : Have you placed the subdivision tags to both the sphere and the base meshes ? ("preview_sphere" and "preview_base")
Posted: Wed May 28, 2008 8:45 am
by BbB
Man I like the grassy one. But you got me worried about memory consumption. It would be really good to be able to use this over large areas.
Posted: Wed May 28, 2008 8:59 am
by pxl666
the stone-one looks awesome...i missed the whole news about displacement stuff - is this similar to use of disp mod in blender (BW disp map + hi poly mesh)? is this more memorywise than blender-like technique?
Posted: Wed May 28, 2008 9:03 am
by zsouthboy
drBouvierLeduc wrote:The base is not displaced because it's not subdivided.
I keep it this way to save some memory, waiting for the x64 release (wich is really needed when using subdivision+displacement).
@zsouthboy : Have you placed the subdivision tags to both the sphere and the base meshes ? ("preview_sphere" and "preview_base")
Yep, checked and double checked, and I see indigo subdividing preview_sphere and preview_base.
Posted: Wed May 28, 2008 9:17 am
by alex22
Just copied from the 1.1.1 thread
Posted: Wed May 28, 2008 9:36 am
by drBouvierLeduc
new tries, textures were "borrowed" from maxwell's materials website.
@zsouthboy : You're right, I tried to displace the base too, and it didn't work. Is it a bug ?
@Alex : excellent !
@BbB : I guess high memory usage is the price to pay. I will try a large scale test tomorrow.
Posted: Wed May 28, 2008 10:17 am
by Kram1032
that last one looks pretty cheesy

xD
Posted: Wed May 28, 2008 10:46 am
by cookieofdoom
Wow! How long did you guys let these tests render (and on what kind of systems)? They look amazing!
Posted: Wed May 28, 2008 11:21 am
by zsouthboy
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!

Posted: Wed May 28, 2008 11:32 am
by drBouvierLeduc
One more basic test (jeez I could play with that build forever). Will try some tests on more consistent stuff tomorrow.
@cookieofdoom : each images cooked for about 20mn on a core2duo
Posted: Wed May 28, 2008 12:00 pm
by pixie
This is my first attemp on displacement.. Although scale of the object was correct (or at least I've done the usual procedures to get into scale) only when I bumped b up to ten I got to see the desired displacement, although the amount I was thinking was on the centimeters rather on meters...
The ball is 200mm
Code: Select all
<material>
<name>Rocks</name>
<phong>
<ior>1.8246545641235646</ior>
<diffuse_albedo_spectrum>
<rgb>
<rgb>0.8 0.8 0.8</rgb>
<gamma>2.2</gamma>
</rgb>
</diffuse_albedo_spectrum>
<exponent>122.5</exponent>
<albedo_texture>
<uv_set>default</uv_set>
<path>tex\ROCAS.jpg</path>
<exponent>2.2</exponent>
</albedo_texture>
<displacement_map>
<uv_set>default</uv_set>
<path>tex\ROCAS_displace.jpg</path>
<b>10</b>
<exponent>2.2</exponent>
</displacement_map>
</phong>
</material>
on a side note is interesting to find that the greater the bump the greater the impact the max_num_subdivisions has, and the bigger the detail
Posted: Wed May 28, 2008 12:00 pm
by dougal2
zsouthboy wrote:Get yourself a quadcore and you'll wonder what you did without it!

aint that the truth ! My quad is about the first machine I've had that can keep up with my demand of activity
