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  • #61
    Hi,

    Thanks for your great post.
    At the begining of the post, you said : No flickering.
    I test since two weeks rendering animation, but all the grass flick a lot.
    Have you check an specifical option or using particular AA ?
    and how many time you have to render a frame (720*576)

    Thanks !

    Comment


    • #62
      Originally posted by cubiclegangster View Post
      Where did I say I used 3d displacement? I've not touched it in a long time.


      I know i'm not very good at explaining things clearly sometimes but i've got no idea how you've got to where you are. From your understanding is all well and good, but have you done any tests?
      Woops, I meant that it seemed like you use 2d displacement and not 3d displacement.
      On page two you said...

      "One is for light and dark versions of the diffuse
      One is for the mix between the light and dark on the diffuse
      One is for the light and dark shades of displacement (the detail maps, that actually gets displaced)
      And the last one is for the mix between the two shades of displacement. "

      Reading the last line I assumed you were using multiple explicit UV channels with 2d displacement.

      Comment


      • #63
        Originally posted by geronimo View Post
        Have you check an specifical option or using particular AA ?
        I tend to use DMC AA, no filter - 1,10.

        l.a. akira - I think you're overcomplicating it a bit, haha.

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        • #64
          Originally posted by cubiclegangster View Post
          I tend to use DMC AA, no filter - 1,10.

          l.a. akira - I think you're overcomplicating it a bit, haha.
          Not trying to overcomplicate anything, really. I've gotten great results using both 2d and 3d displacement but this was simply about clarification, not about the results.

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          • #65
            whoa

            things got heated up there for a second morons like that piss me off. I have asked for help plenty of times in these forums and as long as you ask nicely some people will go out of their way to help you. regardless of having an edge or not. wtt that guy cubicle =P
            Ruben Gil
            www.spvisionz.com
            www.linkedin.com/in/s2vgroup

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            • #66
              Well.. I think I finally got it worked out.

              I quite like the results and it doesnt seem to tile over a 20 metre sq plane.. so thats good enough for me.

              Good stuff cubicle.. I understand a little more than I did now..!
              Attached Files
              "The temperature inside this apple pie is over 1000 degrees. If I squeeze it, a jet of molten bramley apple will squirt out. Could go your way; could go mine. Either way, one of us is going down!!!!"

              Alan Partridge

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              • #67
                i know it have been discuss earlier.

                but can someone share the works. it's really amazing.

                thanks if you can helps someone who work hard to find the real grass

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                • #68
                  How do you go about setting up a scene with this type of grass for animation? I've been trying different settings for days now trying to get a simple scene with a moving object and moving camera to render with no flickering and have had no luck at all. I read on another post that the time independent feature is not working like its supposed to in SP2, but that SP3 should fix this, but is this really the problem? If anyone has gotten displacement grass to render in a scene with moving objects and a moving camera I would be very interested to see how they did it.

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                  • #69
                    I'm trying to use vertex painting to mix a number of displacement materials, but when I try to use the Vray Displacement Modifier 2d mapping with my mix material the vertex painting doesn't work. I can put my mix material with displacement maps into the displace texture slot and use it that way (see attached image) the results are ok on the stones under the water, but the grass doesn't look nearly as good as with the 2d mapping displacement modifier. I have my edge length set to 1.5 using material displacement and I fear if I go any lower my render times will get outrageous. Vlado or anyone have any ideas on how to get the vertex paint to work in this scenario? FYI the attached render at full res (1280x720) took 7:57 on a dual quad core mac pro, running XP64. I think if I were able to get the 2d mapping displacement to work it would render much faster and look better.....
                    Attached Files

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                    • #70
                      I'm not really happy with the results, I've got after doing some r 'n' d on this..

                      I've got 4 seperate UVW Map modifiers, controlling the Mix of 2 Diffuse and 2 Displacement maps, as well as the Maps itself.
                      All I get is a tiling issue, but I'm not able to prepare the Noise Maps (Mix-Maps for Diff. & Displ. Maps) correctly in the viewports while having them set up, being influenced by different mapping channels than '1'.
                      Attached Files
                      --> http://www.tobyatwork.de
                      --> http://www.scriptspot.com/blog/toby

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                      • #71
                        This grass looks fab - I must have a play. It is something I've always struggled with. One question though: instead of using multiple levels of UVW modifiers, couldn't you just use real world coordinates on each of the bitmap textures?
                        Kind Regards,
                        Richard Birket
                        ----------------------------------->
                        http://www.blinkimage.com

                        ----------------------------------->

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                        • #72
                          sweet grass,

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                          • #73
                            Originally posted by tricky View Post
                            This grass looks fab - I must have a play. It is something I've always struggled with. One question though: instead of using multiple levels of UVW modifiers, couldn't you just use real world coordinates on each of the bitmap textures?
                            Thanks, tricky.

                            I'll give it a shot with world coordinates. It's a plus, 'cos I won't need to deal with 4 separate uvw maps. But finally it's a question of being able to minimize rescale operations for future scenes.
                            Last edited by toby™; 25-03-2009, 02:28 AM.
                            --> http://www.tobyatwork.de
                            --> http://www.scriptspot.com/blog/toby

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                            • #74
                              I'm playing around with this technique and am starting to get some reasonable results, however, there is one bit I still don't quite get. When using 2D displacement, I have two places in which I can put texture maps: 1 is in the Texmap slot of the vraydislpacementmod itself and the other is in the displacement slot in the material editor. I get different results when copying from the displacement slot to the texmap slot.

                              Which should I be using? I assumed that if you had a texture (bitmap/proc/mix etc) in the ME slot, then the VrayDisplacementMod would look at it, but these differences suggest something different is going on.
                              Kind Regards,
                              Richard Birket
                              ----------------------------------->
                              http://www.blinkimage.com

                              ----------------------------------->

                              Comment


                              • #75
                                You should be using the texmapmap in the modifier.
                                Have in mind also that 2D displacement doesn't work very well with real-world mapping coordinates, you should set the displacement map texture coordinates to 1.0, 1.0 tiling to get the displacement right.

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