Announcement

Collapse
No announcement yet.

help with displacement issue?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • help with displacement issue?

    hi
    i'm having a problem with applying a displacement map to this house to get the angles wooden slats.
    the first image is with 3d displacement. i used fixed antialias of 4, and high irradiance map settings to see if it would solve the problem of the waviness of the lines . took 2 1/2 hours!

    the second has 2d displacement, and looks good, but the where the edges meet there are gaps. anyone know if there is a way to close these with 2d mapping?

    for the this third render i upped the "Edge Length" settings on the 3d displacement map. looks better,but still some waviness. i tried making this higher, but it doesn't resolve this. can anyone help with this? thanks

  • #2
    Could you post a wireframe of the scene to check the layout of your edges?

    Comment


    • #3


      i've kind of worked it out. i made the edge length smaller instead of larger. i thought the larger the edge length the better the quality, but actually if the edge length is smaller there are more subtriangles, so lower values are better quality.
      my brain was a bit fried when i was trying to work this out.

      the image above has an edge length of 1. took 3 hours to render the wall alone at 1200 pixels. looks good, so it's all good.

      i will post some wires after current render is finished. i used booleans

      Comment


      • #4
        Originally posted by add101
        took 3 hours to render the wall alone at 1200 pixels.
        Have you thought about just modeling the boards...?
        MDI Digital
        moonjam

        Comment


        • #5
          Originally posted by add101
          i will post some wires after current render is finished. i used booleans
          There's your problem - booleans make really crap mesh layouts which displacement has huge problems with - have a look at the article by the lovely dimitri on it here - http://www.chaosgroup.com/forum/phpB...ic.php?t=14300

          Comment


          • #6
            Originally posted by AJ_23
            Originally posted by add101
            took 3 hours to render the wall alone at 1200 pixels.
            Have you thought about just modeling the boards...?
            Why is everyone getting bashed for using displacement

            Though this time it might really be wiser to model this, a lot of stuff is actually simpler to do with displacement, even this. With displacements you just apply a map, where with modeling you have to think of it, plan it and then actually model. It's best to master displacements in a simple case, than to get stuck up when it gets complicated.
            Dusan Bosnjak
            http://www.dusanbosnjak.com/

            Comment


            • #7
              hi. thanks for the replies. yeah, it will probably be a lot faster to model the geometry. i'm experimenting with the Blend Antialias filter at the moment, and render times are a bit prohibitive. although i guess i could maybe just turn off the displacement modifier, and test the filter without that detail, then put it back on for final render.

              on that note, does anyone know of a good tutorial or examples on filters (particularly blend)?

              from the experimentation i've done, it seems to confirm that the size is in pixels, so when changing render size, the blend size would need to be increased in relation. and i'm assuming the blend amount is the bluriness, or the difference between blurred and sharp areas.

              yeah pailhead, a lot of the reason i went for the for vraydisplacement, and stuck with it, and tried to work it out is that i haven't used it before, and i would like to gain a better knowledge of it. i understand the settings a lot more now.
              i'm assuming those nice vray displcament carpets are going to take verryy long. they look worth it, though.

              thanks for the link to that article jo. adds some complexity and proecess to the modelling. good to know. something to keep in mind.

              thanks

              Comment


              • #8
                It's a different way of modelling alright but it's the right way - if you have a weird mesh layout you'll get a tonne of problems with rendering. i'd look at this straight away, it'll save you time in the long run.

                Comment


                • #9
                  look at it this way. vray is massively subdividing what would be a very simple mesh so that you can get that result. Its a real bad way to go about having an efficient scene.
                  ____________________________________

                  "Sometimes life leaves a hundred dollar bill on your dresser, and you don't realize until later that it's because it fu**ed you."

                  Comment

                  Working...
                  X