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  • Multy Displace Multy Channel

    Hallo it's me again =)

    i'm tring do to a ring, talkin' about javellery
    so i need to put 2 displace, one for the inside of the ring
    and one for the outsite of it.

    so i do :

    VrayDisplacementMod (based on channel 2)
    UVW Mapping (Channel 2) [that' inside]
    VrayDisplacementMod (based on channel 3)
    UVW Mapping (Channel 3) [that' that outside]
    UVW Mapping (Channel 1) [non displaced ring]
    [editable poly]

    the problem is which the Channel 2 displace also the channel 1 O_o'
    i've to put all UVWMapping first and then all displacementMod..
    or it's more easy to break my model in 3 separated element ?
    [i don't like the sencond chanse)

    P.s.
    sorry for my english

  • #2
    sadly you can only use 1 vraydisplacementmod on an object at a time..

    what you can do is set up your channels, and use a multi-sub material with the displacements in there, and in 3d mode, check the 'use object material' box..

    Search for more details if needed
    Dave Buchhofer. // Vsaiwrk

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    • #3


      i'm using a Multi-SubObject..
      as material, it have 3 materials inside..
      the standard gold (not displaced)
      the internal ring
      the external ring..
      but it do a single displace

      there are the scene.. (max6)
      http://www.max3d.it/MaxFtp/VrayRing.zip

      hope some one can help me

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      • #4
        actually here is an easier method


        with the spout i used displace to get the screw thread. however the inside of the cylinder isnt displaced. vlado gave me the idea on how to do it.

        i setup the UVW coordinated using UVW unwrap so that i could get both the inside and the outside textures to displace using a single texture file with the outside at the top of my displacement map and the inside of the spout to be on the bottom of the displacement map.

        ---------------------------------------------------
        MSN addresses are not for newbies or warez users to contact the pros and bug them with
        stupid questions the forum can answer.

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        • #5
          ahh ok cool.

          So the work around is to have 1 big displacement texture, and map different parts of the mesh to different parts of the displacement texture.

          So you could have like 3 or 4 different displacement areas on the one texture...and a blank area where you could map all the parts of the geometry you dont want displaced to..... yeah??

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          • #6
            Unwrapping is definately an option but I think it is more work than just using multi-mats and id's.

            Here is the result, btw you maps are too low res.



            Material: just move your mask to the displacement slot. I left your mapping and ID's just the way they were, and moved the mask in the two materials.



            Only use one modifier and make sure to use 3d displacement and check "use obj. mtl" ( the map in the modifier is just a leftover from your scene and is not used) remember to turn max displacement off in the "common" render tab so it does not try both MAx and vray displacement.

            Eric Boer
            Dev

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            • #7
              ohhh.. yea,
              man u rulez

              thnx alot

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              • #8
                Eric Boer
                Dev

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