Announcement

Collapse
No announcement yet.

Sunday morning..

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

  • #16
    description

    Hello friends !

    Here is a short description about doing that gras.
    I had to make a wonderwall, or better a gras wall for a lobby today, so I can show you this quick and easy way how to use.









    the render:



    @geometry:
    you can see, very easy geometry, flat surface, just a box.

    @material:
    just a mix between the textures, you can mix it until you think it's okay for you. I just wanted to avoid to see some tiling. I make a very roughly uvw test, and set a brutal uvw map, very quick, makes no circumstances. no displacement map used in the material, because I use the map directly on the Vraydisplacement modifier.
    no glossy, no reflection, just the mix between the textures.


    @vraydisplacement modifier:
    here you have the main options, to make it look best for you.
    keep in mind, I've used 2d mapping, and the resolution and precise can be used to get better results, depends on how fast you would like to have you render too. the map for the displacement is not very special, if you take something else, you can make bigger leafs as example. I could find out that the Amount and shift value is very important. What ever you use, I could see that you get the best result if you always use the half amount in the shift value in the opposite way. So 100 Amount / -50 Shift.

    I did a lt of displacement tests, and could find a good way to fix the shift problem many user do have, and I had before. That means, if you do have a origianl geometry, it can happen that after applieng the displacment map, it will pump up your mesh, getting thicker or thinner.

    here an example to see what I mean:



    I've started a thread about that to fix that problem, when I was scultping my first dino last year.

    You can read much more about there here:
    http://www.zbrushcentral.com/zbc/sho...highlight=capu

    see the difference using a displacement map on my low poly dino with 5705 polys, both images:




    so, mainly I had my problems with the displacment maps, but if you do understand the basics you can use it everywhere you would like to have it.


    @maps:
    these are the original maps used, not really high res images to lower the use of ram. I am sure you can find some better images on the www, but in my case it works fine for me with the low res images. and what I can remember, I think there was a thread on evermotion where I could download these images.

    Also keep in mind that the you work in the right unit setup - sometimes it can happen that your model is really huge, and after applieng the dsiplacement map, you can't see any effect, because maybe you've choosen a wrong unit setup, and a little hedge is maybe 1km long, and 1km high.

    I know it's not 100% perfect and it's up to you if you would like to use the displacement way or not - just wanted to show my way.

    I like it because it's pretty fast to use on almost every geometry, fast in rendering, you can keep low ply meshes, and you don't need any plugin.

    okay, I hope that helps you a little bit,
    thx,
    bernhard
    www.bernhardrieder.com
    rieder.bernhard@gmail.com

    Comment


    • #17
      Looking good, and nice explanation....BTW, this is the thread I think these maps came from...

      http://www.evermotion.org/vbulletin/...ad.php?t=58126

      Nice rendering. I like the building model, but the top right tree is sort of low poly looking for this close...Nice concrete pad texture, care to share?

      Comment


      • #18
        concrete texture

        @voltron7:

        yes, this is defenetive the thread where I could get the maps as I said above - he made my day... lol:

        the concrete texture is here :


        I think it came with 3dsamx, not sure yet.
        bernhard
        www.bernhardrieder.com
        rieder.bernhard@gmail.com

        Comment


        • #19
          Thanks Bernhard. That thread also helped me for grass a bit, too.
          Best regards,
          JR

          Comment


          • #20
            you are welcome

            you are weclome voltron7.
            bernhard
            www.bernhardrieder.com
            rieder.bernhard@gmail.com

            Comment


            • #21
              Great thread, thanks for the extensive grass displacement information, I will try it out for sure!

              Comment


              • #22
                Nice info there mate

                With displacement, only pure black pixels will not shift at all. (should not shift...)

                There are options such as tight bounds which "might" help if its still displacing pure black pixels.

                Comment


                • #23
                  thanks for your great explanation on the grass !

                  really helpful indeed ! :P
                  hmmm dude, i totally forgot my signature...

                  Comment


                  • #24
                    yeah great thread Bernhard, thanks for the info
                    Accept that some days you are the pigeon, and some days you are the statue.

                    Comment


                    • #25
                      "tight bounds" and "shift" at the same time???

                      Thanks for the info Bernhard.
                      Also about displacement...does anyone knows a way to work use "tight bounds" and "shift" at the same time?
                      I need to displace a surface both ways, up and down but the areas that need to be displaced are very small and sparsed so "tight bounds" is a must.
                      The problem is that in order no dislpace both ways I need to use a 50% gray to the vast area that I don't want displaced but then "thight bounds" has no use.
                      I'm I correct? If so anyone knows a workarround?
                      Thanks

                      Sorry...just noticed this is a iamge upload forum...
                      Reposted here http://new.chaosgroup.com/forums/vbu...737#post362737
                      Last edited by RSF; 25-01-2008, 09:25 AM.

                      Comment

                      Working...
                      X