Blendigo Displacement

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man_o_man
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Blendigo Displacement

Post by man_o_man » Wed Jul 02, 2008 3:55 am

How would one go about using displacement maps in Blendigo. I've done some searching and found a few thread that show that displacement is possible in some form. However, I can't seem to find anywhere on how to do it with Blendigo.

Any information regarding this topic is greatly appreciated.

Thank you

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Borgleader
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Re: Blendigo Displacement

Post by Borgleader » Wed Jul 02, 2008 4:12 am

Why don't you use the displacement map inside Blender instead? so much simpler...

man_o_man
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Joined: Tue Jul 01, 2008 3:48 pm

Post by man_o_man » Wed Jul 02, 2008 6:43 am

I'm not certain of the method. I thought that it required subdividing the mesh several times and a lot of memory.

Do you apply it via the disp- option in the materials channel, with the displace modifier, or a combination of both?

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Borgleader
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Post by Borgleader » Wed Jul 02, 2008 8:21 am

Yes you have to subdivide the mesh, how many times is up to you. You add a texture in the materials tab. Then you tell it to use UV coords. UV map it onto the face(s) that need to be displaced. Then add the disp modifier, in the parameters enter the name you gave the texture (by default its Tex or Tex.00x, unless you changed it)

As for how much memory it takes I dont know, I never pay attention seeing as I have 4Gb of RAM.

man_o_man
Posts: 13
Joined: Tue Jul 01, 2008 3:48 pm

Post by man_o_man » Fri Jul 04, 2008 11:07 am

LOL

I have a RAM monitor in the bottom corner. I watched as it quickly went down. I decided to try the old Qdune build I had. The RAM went down faster until it reach 0 and Blender crashed.

I needs my broke self to get more updated computer parts.

man_o_man
Posts: 13
Joined: Tue Jul 01, 2008 3:48 pm

Post by man_o_man » Fri Jul 04, 2008 6:09 pm

Borgleader wrote:Yes you have to subdivide the mesh, how many times is up to you. You add a texture in the materials tab. Then you tell it to use UV coords. UV map it onto the face(s) that need to be displaced. Then add the disp modifier, in the parameters enter the name you gave the texture (by default its Tex or Tex.00x, unless you changed it)

As for how much memory it takes I dont know, I never pay attention seeing as I have 4Gb of RAM.

Okay, so I subdivide the mesh and it gets all blocky. Anyone knows a way to avoid this?

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Borgleader
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Post by Borgleader » Fri Jul 04, 2008 9:57 pm

Add a subsurf modifier? or...try set smooth maybe?

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