Potatoe Man 2

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BbB
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Post by BbB » Mon Nov 26, 2007 2:03 am

OK. If I understand well, displacement in Blender as a material attribute doesn't actually create new geometry, but merely moves existing vertices. It is therefore exactly the same thing as using the Displacement modifier. Which has the advantage of giving you a result in the viewport.
Here's what I obtain using the displacement modifier. I had to subdivide this plane quite a few times (it is 65,000 polys). I use my heightmap also in the "normal" channel.
I've got an Indigo version cooking.
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BbB
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Post by BbB » Mon Nov 26, 2007 2:09 am

Indigo version
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BbB
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Post by BbB » Mon Nov 26, 2007 2:14 am

Subdivided once more. It's beginning to look nice, but at 260,000 polys, it would, wouldn't it... :wink:

EDIT: Not enough RAM to send this one into indigo...
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Kram1032
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Post by Kram1032 » Mon Nov 26, 2007 2:27 am

yeah, that's the difference between "displacement" and "micropolygondisplacement" ;)

BbB
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Post by BbB » Mon Nov 26, 2007 2:29 am

I guess so! Actually, I managed to scrape just enough RAM to send this one into Indigo after all. Will update with a dirty render soon.

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Kram1032
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Post by Kram1032 » Mon Nov 26, 2007 2:34 am

cool :)

BbB
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Post by BbB » Mon Nov 26, 2007 2:39 am

There you go. Apologies for the texture's bad quality.
At this level of polys, though, this is not going to be much use.
The search for the perfect displacement method continues...........
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drBouvierLeduc
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Post by drBouvierLeduc » Mon Nov 26, 2007 2:56 am

That's the kind of test I like !
Your first indigo render looks good to me already, do you really need more vertices ? Would be interesting to see that plane instanced several times, to see how it looks with a wider shot.

BbB
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Post by BbB » Mon Nov 26, 2007 3:41 am

I was going to mention you, Docteur. Didn't you do displace cobblestones in Blender a while ago?

BbB
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Post by BbB » Mon Nov 26, 2007 5:10 am

Instanced cobbles
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Kram1032
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Post by Kram1032 » Mon Nov 26, 2007 5:15 am

that's nice!

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SURFiNG
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Post by SURFiNG » Mon Nov 26, 2007 6:24 am

BbB yup, good!!!
This night i'll TRY to put here the monster in indigo with textures and displacement,
So you put in INDIGO only the "bump map" took from your Displacement maps??? (and albedo from textures)
What about normals in indigo????

BbB
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Post by BbB » Mon Nov 26, 2007 8:05 am

Well, the version of ZBrush I used had no normal map baking. Apparently it got broken in 3.1. So no normal maps. If I'd had one, I could have converted it to a greyscale heightmap (with crazy bump for instance).

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Kram1032
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Post by Kram1032 » Mon Nov 26, 2007 8:39 am

uhm, well, that's not too useful, anyway. A bump-map is more or less the blue channel of a normal map... afaik...

alex22
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Post by alex22 » Mon Nov 26, 2007 10:05 am

No, a heightmap is the displacement from a surface. A normalmap contains vectors, coded in red, green and blue. Full blue means the surface normal is not affected. If it is an other color, the normal is the result of all three colors. Its basicly like a lens and a fresnel lens. The normal lens is like a heightmap, a fresnel lens is like a normal map. You only need the normal for affecting lightning.
The main reason it is used is because of higher precision (Greyscale 256bit, RGB 256³ bit).

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