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  • displacing a corner stone

    What am i doing wrong? I am trying to displace a corner stone rather than simply beveling it, though the more i work with it, the more it looks like a bad idea.


    After i displace my object, which consists of two perpendicular planes (4 faces total), it looks like it's completly smoothed like there is no sharp angle between them.



    This is how my applied displacement map looks like.




    And if i try to fillet the corner a bit it looks like this. No mater how small i make the fillet, (i've used two chamfers, first 0.005 inches and then a 0.002, the whole object is 8 by 16 inches) the edge looks too round and the texture gets messed up.



    Can it be made to look shap somehow using displacement?
    Dusan Bosnjak
    http://www.dusanbosnjak.com/

  • #2
    check your smoothing groups on the edit poly modifier, , select all the faces and knock off the smoothing groups.

    Tom
    Accept that some days you are the pigeon, and some days you are the statue.

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    • #3
      Tried inverting your displacement map and using a minus value?

      Comment


      • #4
        Tom, i've cleared all the smoothing groops, but to no avail.

        cubic, it's still smooth, the funny thing is even when the displacement value is set to 0, it still smooths out the object.


        Dusan Bosnjak
        http://www.dusanbosnjak.com/

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        • #5
          have you tried 3d disp?

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          • #6
            Why is the amount = "0" in this screenshot?
            www.studio2a.co

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            • #7
              Originally posted by pailhead

              cubic, it's still smooth, the funny thing is even when the displacement value is set to 0, it still smooths out the object.

              I have an idea why there is a smoothing issue when an object actually gets displaced, but i have no idea why it smooths it all out even when the value is set at zero.


              @daforce

              3d displacement looks awful, it doesn't displace well and some triangulation artifacts on the original mesh are clearly visible.
              Dusan Bosnjak
              http://www.dusanbosnjak.com/

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              • #8
                So 3D looks crap hey.. odd.
                Well since you are displacing around a corner and using 2d displacement you might need to crank up the precision amount. Try that.

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                • #9
                  wanna upload that part of your scene and the legendary helpful folks in this forum will try and sort it out????

                  Tom
                  Accept that some days you are the pigeon, and some days you are the statue.

                  Comment


                  • #10
                    Try using a standart material with faceted on
                    http://guca.cgsociety.org/gallery/

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                    • #11
                      Ok, forgive me for asking the obvious, by why not just model it? It seems like it would render faster as well.

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                      • #12
                        Well, first because i want to make a more complicated displacement map, to make it look more rustic, for example, one coin made out of few really uneven stones.

                        And, because i want to learn. If i encounter a project with a strict deadline, in which i have to use displacement for something, i better be prepared.

                        I'll upload the scenes.
                        Dusan Bosnjak
                        http://www.dusanbosnjak.com/

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                        • #13
                          i dont think it will work out ok with that shape...
                          i wouw extrude the mesh to resemble the wanted topography and then aply a small dispacement to give ur stone a good "bumpy" look...

                          nevertheless...imo i d use a good bump map with high values for rendertime sake...
                          Nuno de Castro

                          www.ene-digital.com
                          nuno@ene-digital.com
                          00351 917593145

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                          • #14
                            http://rapidshare.com/files/10365345...oblem.zip.html

                            I've assigned standard materials, (even tried checking faceted), you have the displacement map included, and both wall and coin mesh.
                            Dusan Bosnjak
                            http://www.dusanbosnjak.com/

                            Comment


                            • #15
                              @ene.xis

                              It's a simple building, so render time is not a nuisance, that's why I wanted to experiment with displacement.
                              If you download the scene, you'll see what kind of displacement map i'm using. It's very simple, it just extrudes the basic shapes, i'm still using bump maps to give my stones a good "bumpy" look

                              While i can model the coins with ease in this case, i can't model the wall. I mean, i can, but it requires much effort, i'd have to model the horizontal running bond, the large stones and the vertical bricks between them. Then i'd have to texture all of that using three different textures, and in the end it wouldn't look that good because it would all be even, sharp and repetitive...

                              I think it's much easier to be done with displacement... only if it works. One wall, one texture, one displacement.
                              Dusan Bosnjak
                              http://www.dusanbosnjak.com/

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