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Blendigo Displacement

Posted: Wed Jul 02, 2008 3:55 am
by man_o_man
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

Re: Blendigo Displacement

Posted: Wed Jul 02, 2008 4:12 am
by Borgleader
Why don't you use the displacement map inside Blender instead? so much simpler...

Posted: Wed Jul 02, 2008 6:43 am
by man_o_man
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?

Posted: Wed Jul 02, 2008 8:21 am
by Borgleader
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.

Posted: Fri Jul 04, 2008 11:07 am
by man_o_man
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.

Posted: Fri Jul 04, 2008 6:09 pm
by man_o_man
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?

Posted: Fri Jul 04, 2008 9:57 pm
by Borgleader
Add a subsurf modifier? or...try set smooth maybe?