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EMISSIVE & DISPLACEMENT TEST

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  • #16
    Re: EMISSIVE & DISPLACEMENT TEST

    welsh i have been struggling so much time since day one using vray and never made displacement work, there was a time i give up and stop trying, thx to you my displacement now works, dont have words to tell you how gratefull i am, i can sound ridiculous, but when you struggle months with this like i did and someone give you the answer...theres no words bro...thx.

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    • #17
      Re: EMISSIVE & DISPLACEMENT TEST

      same happende to me.... almost 6 months driving me crazy untill i read this thread!!!! tanxz man!!! ;D

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      • #18
        Re: EMISSIVE & DISPLACEMENT TEST

        I've been trying to get my grass to look like that in "TALAHIB". But I just cant get it.

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        • #19
          Re: EMISSIVE & DISPLACEMENT TEST

          tourniquetmaster...just make gruop the surface you want to give the displacement, try it it really works..

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          • #20
            Re: EMISSIVE & DISPLACEMENT TEST

            this is my grass try. y used 4 in multiplier, 2 edge length, 1000 max subdivs

            and the grass texture is this one. http://asgvis.com/index.php?option=c...ileinfo&id=334
            hope you like it.

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            • #21
              Re: EMISSIVE & DISPLACEMENT TEST

              hi there i am new here

              i like your CARPET TEST 1 can u tell me how did u do that and pls show me the image used

              thanks

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              • #22
                Re: EMISSIVE & DISPLACEMENT TEST

                Originally posted by DRAGON25
                hi there i am new here

                i like your CARPET TEST 1 can u tell me how did u do that and pls show me the image used

                thanks
                CARPET TEST - same as grass test except using different diffuse and displacement maps and altering the displacement multiplier from (1 to 1.5). Render options are the same as grass test except the gulfball test. Then group carpet and apply material.

                Render Options:
                Physical Camera(on), SS(60), FS(500), F#(11)
                Environment(on)
                Displacement- Edge Length(20, Max Subdivs(1000)
                Indirect Illumination(on)
                Engine - IR + LC
                Caustics (off)
                Material Editor:
                Chrome ball - Chrome shinny vismat

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