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  • Displacement mapping

    Look at the attached image. A floor with a black/white texture in the diffuse slot, and in a vray displacement modifier. Same texture.

    The tiling works fine on the upper part of the image, but then in the middle it got messed up for some reason. As you can see, my red circles indicate the displacement, and it does not correspond with the diffuse texture. Anyone have any idea whats wrong here?

    Click image for larger version

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  • #2
    Don't know if it's the case, but 2D displacement and realworld mapping don't play well together.
    Last edited by Codi; 13-04-2011, 03:43 AM.

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    • #3
      No, I don't use real world. But why wont 2d mapping and real world work? Maybe it has something to do with this
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      • #4
        If you don't use real world mapping for the displacement map then it isn't the problem.

        Check these threads for more info on the issue I was talking about:
        http://www.chaosgroup.com/forums/vbu....-Possible-bug
        http://www.chaosgroup.com/forums/vbu...-Scale-Mapping

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        • #5
          Thanks Codi, that did solve my problem. In one thread Vlado says that 2d displacement don't work with the bitmap tiling parameters, and I use them almost always. That was the problem.
          http://www.cgpro.se - Portfolio

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          • #6
            What if you put the displacement texture in the diffuse slot - do they line up then?

            Different map channels? UVW map modifyers on selected faces only? (That's a sneaky one - Max2011 will sometimes apply modifyers to selected faces only, even though it looks as the stack is "closed" and should apply to the whole object. Make sure no faces are selected in to poly object.)


            And funny you should bring up these old threads, Codi. Since I made that post I've found other problems with Real World mapping... like how the mapping added when an object is created with real worl coordinates is very different from an object that has a UVWmap modifyer added set to real world. I suspect Autodesk made sloppy job with programming real world textures.
            www.whiteview.se

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            • #7
              You are welcome , I forgot that changing tiling it's also problematic.

              It should align properly in the diffuse slot, it's only 2D displacement that doesn't support it.

              the mapping added when an object is created with real worl coordinates is very different from an object that has a UVWmap modifyer added set to real world.
              I've never noticed that, we don't usually leave our objects with the default mapping anyway.

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              • #8
                Nah, you seldom leave it as it was created. Maybe on a simple box or plane. Thing is, the "auto" mapping, and the map modifier aren't treated the same if you merge objects from a scene with a different scale. I take that as an indication that the actual code is in some way inconsistent.
                www.whiteview.se

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