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  • displacement magic formula

    Hello, I will be glad if somebody can provide the right formula to obtain a good looking displacement of 0.3mm. I'm trying to bevel 6mm font text, on a 30x50mm plane, but nothing is coming out with vraydisplacement mod, and it's looking very ugly with displacement map.
    I tweak all parameters with no luck so far.
    I crank up the size of the Map to 4K without improvement.
    I save the illustrator file as PNG with different parameters (no AA, Font Optimized/Art optimized), but this didn't make any diference.
    I tried to blur the image in photoshop, no progress

    What should I tried next ?
    Attached Files
    Last edited by fraggle; 08-06-2018, 06:02 AM. Reason: adding the scene

  • #2
    I test it using vraydisplacement Mod instead of material. The result is better but I still face 2 problems:
    - 1: the end of the map. How can I avoid it if the model is 10m²? My map should be 10m² as well?
    -2: What should I do to get ride of the strips? Changing the blur map value change the number and size of the strips but they won't go away.

    Thanks for your input.
    Last edited by fraggle; 08-06-2018, 06:32 AM. Reason: strip quantity and size are link to Map blur

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    • #3
      Try to subdivide the mesh before you displace it, it often helps displacement. Reducing the edge length increases the detail too.

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      • #4
        I would do two things. One increase resolution of your displacement image its too small. When you zoom in like that you are going to have large pixels from low res map producing sharp triangles. Once you have high res image in my case 8k x 4k, turn off viewdependant and set it to a low value like 0.01. Also you can play around with bitmap filter and its blur value. Keep in mind that producing fine displacement like that will be memory and render time intense. So I would actually suggest to produce the text with geometry.Click image for larger version

Name:	subdivs.JPG
Views:	129
Size:	103.8 KB
ID:	999310
        Dmitry Vinnik
        Silhouette Images Inc.
        ShowReel:
        https://www.youtube.com/watch?v=qxSJlvSwAhA
        https://www.linkedin.com/in/dmitry-v...-identity-name

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        • #5
          Thanks for the input.
          However, I notice on vrayscan demo scene (interior automotive), a 1024x1024 displacement map, with edge lenght set to 4 render just perfectly. The format is even jpg instead of uncompressed png format. I don't get it.

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          • #6
            Actually I've looked at that scene and its using a procedural gradient. So that kind of is not relevant to a 2d bitmap since procedural has no resolution. Additionally the view dependant option handles the detail really well, but also if you push the displacement a lot you will see that its really not that high res as there are not enough poly's there (hence why viewdependant is good for small detail)Click image for larger version

Name:	subdivs2.JPG
Views:	104
Size:	115.4 KB
ID:	999461
            Dmitry Vinnik
            Silhouette Images Inc.
            ShowReel:
            https://www.youtube.com/watch?v=qxSJlvSwAhA
            https://www.linkedin.com/in/dmitry-v...-identity-name

            Comment


            • #7
              Thanks for the advice, I got it working finally with 0.01 edge lenght.
              How can I get a different ID for the displacement area?
              Should it be done only on texture level using a mask or is there a way to use mat ID instead?


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              • #8
                I don't think vray has a way of knowing which poly's were displaced where except that it used the height map so with that logic its safe to assume you can use the same height map to generate the mask. But I would bleed the edges of it out a bit so it produces enough contour coverage as the poly's there will be stretched.
                Dmitry Vinnik
                Silhouette Images Inc.
                ShowReel:
                https://www.youtube.com/watch?v=qxSJlvSwAhA
                https://www.linkedin.com/in/dmitry-v...-identity-name

                Comment

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