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Using Bump or Displacement to create a scalloped surface.

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  • Using Bump or Displacement to create a scalloped surface.

    Hey All,

    Pretty new to V-Ray for Sketchup, but wanted to understand how I can create a scalloped surface like the one in the picture:

    Click image for larger version  Name:	scalloped.png Views:	0 Size:	361.9 KB ID:	1203088

    I used to just model it in Sketchup, but that creates quite a bit of geometry, so I though to do it in v-ray.

    I tried creating a greyscale bump map,

    Click image for larger version  Name:	scollop-greyscale-inverted.png Views:	0 Size:	3.0 KB ID:	1203089

    but found that the result looks just like 2 wide coloured bands with varying darkness, even if I 'scaled up' the bump intensity..

    Click image for larger version  Name:	Scallop Render - Bump.png Views:	0 Size:	681.0 KB ID:	1203090

    When I check the v-ray material preview, it looks like the scalloped surface is there, but there also seems to be a flat area between each repeat:

    Click image for larger version

Name:	Bump Settings.png
Views:	137
Size:	88.3 KB
ID:	1203091

    Can anyone give me any pointers? am I on the right track?

    Or is there a better way? I have tried displacement too, but that give me stranger results.

    Thanks

    Gil./

    EDIT: I understand the gradient that I used in the greyscale image is not correct, as it does not model the curved bottoms of the scallop profile correctly, but none the less, I want to usderstand why I am getting these lines between the scallops in the render and preview.
    Last edited by gil_peeters; 26-02-2024, 03:39 PM.

  • #2
    Add replacement, see attachment for details
    Attached Files

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    • #3
      Thhanks for the reply @wzfwzfwzf

      I loaded up you file and tried to render it, but did not get the scalloping like you did..

      See the attachment for the result I go.. just a flat surface.. Is there another render setting I need to change?

      Thanks again.

      G./ Click image for larger version

Name:	test2_try.png
Views:	110
Size:	504.7 KB
ID:	1203118

      Comment


      • #4
        I noticed that my rendering engine was set to CPU, so I changed t to both CUDA and GPU.. I now get something different.

        It looks like the displacement has been applied visually to the surface, but I don't see the displacement on the edges like in, but still not the edges that you show in your screenshot.

        Click image for larger version

Name:	test3_try.png
Views:	130
Size:	754.9 KB
ID:	1203121

        I also checked the render settings/switches and Displacement is checked, so it should be working.

        Click image for larger version

Name:	Render settings - switches.png
Views:	118
Size:	74.6 KB
ID:	1203122

        Any advice would be appreciated.

        Comment


        • #5
          Got it working! When I dug into the Displacement element, to the bitmap. It said the bitmap was missing... so I re-loaded my own bitmap in and that fixed it..

          Very finicky!

          Click image for larger version

Name:	test_working.png
Views:	118
Size:	636.1 KB
ID:	1203126

          Thanks for the help.

          G./
          Attached Files

          Comment


          • #6
            Next question wzfwzfwzf... Is it possible to get the raised edges filled?

            I would use this texture on one face of a model that is a 'board' (i.e. a solid 3D group). The displacement sits above the solid. I know I can move it down, which sits it in the solid, but the edges of the solid are square and raise above the grooves in the displacement.

            Hope that makes sense?

            G./

            Comment


            • #7
              As far as I know, displacements cannot be stacked or reused. But you can layer bumps to achieve some complex effects.Complex models are best solved by modeling.

              Comment


              • #8
                Thanks for the reply wzfwzfwzf , but not quiet what I meant..

                I'm not at my rendering PC right now... so just marking up your original picture to show you what I meant
                Click image for larger version

Name:	Screenshot 2024-02-28 at 1.08.34 pm.png
Views:	86
Size:	1.09 MB
ID:	1203272

                Really talking about filling the gaps that that the displacement creates on the edge of the surface.. So the red area is a surface that is at right angles to the surface with the displacement. The side of the panel so to speak.

                Can you fill that area that is shaded red, so there is no gap there?

                G./
                Attached Files

                Comment


                • #9
                  It can also be done by compositing textures. Create a state that needs to be superimposed.

                  Comment


                  • #10
                    Originally posted by gil_peeters View Post
                    Thanks for the reply wzfwzfwzf , but not quiet what I meant..

                    I'm not at my rendering PC right now... so just marking up your original picture to show you what I meant
                    Click image for larger version

Name:	Screenshot 2024-02-28 at 1.08.34 pm.png
Views:	86
Size:	1.09 MB
ID:	1203272

                    Really talking about filling the gaps that that the displacement creates on the edge of the surface.. So the red area is a surface that is at right angles to the surface with the displacement. The side of the panel so to speak.

                    Can you fill that area that is shaded red, so there is no gap there?

                    G./
                    It is recommended that you model to solve this problem. will be simpler

                    Comment


                    • #11
                      Originally posted by gil_peeters View Post
                      Thanks for the reply wzfwzfwzf , but not quiet what I meant..

                      I'm not at my rendering PC right now... so just marking up your original picture to show you what I meant
                      Click image for larger version

Name:	Screenshot 2024-02-28 at 1.08.34 pm.png
Views:	86
Size:	1.09 MB
ID:	1203272

                      Really talking about filling the gaps that that the displacement creates on the edge of the surface.. So the red area is a surface that is at right angles to the surface with the displacement. The side of the panel so to speak.

                      Can you fill that area that is shaded red, so there is no gap there?

                      G./
                      You can also use boolean cutting

                      Comment


                      • #12
                        Wow! Awesome! You are a legend!

                        Did not even know that existed!

                        Cheers

                        G./

                        Comment


                        • #13
                          Hi gil_peeters​,

                          The approach that wzfwzfwzf​ has suggested can work.
                          On the other hand the displacement quality you need will lead to slower renders.
                          If you want to stick with Displacement it would be better to select the 2D mode (procedural textures do not work in this mode).

                          There are a couple of things I'll say here:

                          1. Using bump mapping should still be considered as an option, especially if you don't see the surfaces curved edge and if you don't need a closeup
                          Click image for larger version

Name:	image.png
Views:	61
Size:	1.23 MB
ID:	1204069
                          Here I've used a Gradient remapped with a Bezier Curve to procedurally control the curvature.

                          2. Modelling the actual geometry is also a good idea.
                          This setup will certainly render faster than Displacement.
                          If the SketchUp's viewport struggles with the poly count you can always export the object as a Proxy Mesh. A low-poly viewport preview is going to be automatically generated and the full mesh will be loaded render time.

                          Click image for larger version

Name:	image.png
Views:	47
Size:	65.4 KB
ID:	1204071Click image for larger version

Name:	image.png
Views:	47
Size:	1.31 MB
ID:	1204072
                          The image on the right shows that the Proxy and the actual mesh render the same way.

                          3.There is one more V-Ray feature which could help you but it's unfortunately not currently available in V-Ray for SketchUp - Render-time Subdivisions.
                          It allows you to subdivide and smooth low-poly objects during rendering.
                          Click image for larger version

Name:	image.png
Views:	46
Size:	948.6 KB
ID:	1204073
                          This is not the first time the Render-time Subdividing has came up.
                          We will consider exposing this feature in the product.

                          Regards,
                          Konstantin


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