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  • Weird displacement mapping

    I've been trying to perforate holes in metal with VRaydisplacementMod but a strange seam happens. If I put the same map in opacity and add a shell, everything renders as it should.

    opacity (map correspond to the UW)



    displacement (the weird seam appears every 12 tiling of the map, resolution of the displacement is the same as the texture size)




    Any clue where I should look ?
    Last edited by Pixelab; 11-11-2015, 09:25 AM.
    Philippe Steels
    Pixelab - Blog - Flickr

  • #2
    I'm not sure, looks very odd. Can you post that part of the scene?

    Best regards,
    Vlado
    I only act like I know everything, Rogers.

    Comment


    • #3
      Ok, next time I'll RTFM first

      The 2d mapping (landscape) method will ignore the Tiling parameters specified in the textures themselves; as a side effect this means that it will not work with the Real-world map size options in the Bitmap and other textures. Instead, you must modify the UVW coordinates of the object, or use the 3d mapping method.
      Making a test right now with the tiling transferred into a UVW Xform
      Philippe Steels
      Pixelab - Blog - Flickr

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      • #4
        Ok, that was it. Problem solved !

        Thanks vlado for the quick heads up
        Philippe Steels
        Pixelab - Blog - Flickr

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        • #5
          Oh ok. Glad to know that it worked

          Best regards,
          Vlado
          I only act like I know everything, Rogers.

          Comment


          • #6
            Holy shit that just solved a lot of headaches for me, too.
            RTFM or not - is there no way this issue can be avoided? As in making it work with texture tiling?
            Software:
            Windows 7 Ultimate x64 SP1
            3ds Max 2016 SP4
            V-Ray Adv 3.60.04


            Hardware:
            Intel Core i7-4930K @ 3.40 GHz
            NVIDIA GeForce GTX 780 (4096MB RAM)
            64GB RAM


            DxDiag

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