berconetiles and vraydisplacementmod

Is it possible? -berconetiles with multitexture
I tried without success.
I would love to know the way to do it
Thanks

Did you try with 3D displacement? This should work.

Hi could you explain a bit further what you trying to do? Please share a screen grab with your shader. What texture are you loading in the VRayDisplacementMod?

Thanks to the responders.
Attach a file illustrating the process. Am I doing it right?
Also another question - how can I produce a bitmap texture from berconetiles texture?
Thanks

Hi the VRayDisplacementMod does not work with multitexture. It will take only one of the loaded textures and use it for displacement.

Thanks Vladimir. now I get it.
Now to my second question in the previous post.
Is it possible to extract from Bercontiles abitmap texture?

Not automaticallly that I know of…you can of course render an orthogonal view of a large mapped plane at high res…

Hi I did a test scene and it seems that you can bake the final texture. I used bake to texture and added VRayCompleteMap:

You have to choose the right mapping channel. In this case “1” is for the multitexture instances and this is the result:

That works with a basic setup but as far as I can see it won’t when set up for a ‘real’ wall, where it needs UVW box mapping set to 1 and real world,
therefore giving actual brick size. Unless you can figure it out of course :slight_smile:

Actually, displacement works just fine.
Pipe the multitexture map you’re using into a VrayColor2Bump and as if by magic…

Thanks for the creative solutions

Vladimir - can you send the file please? I can’t get the same result. Probably something in uv is wrong with what I did

Pipe the multitexture map you’re using into a VrayColor2Bump and as if by magic…

Could you explain your idea a bit further? This is what i did and how it renders:

Simpler to attach the scene :slight_smile:


BERCONWALL SETUP.rar (115 KB)

I meant to add that Bercontiles won’t accept the corresponding greyscales as a bump map ‘unless’
you pipe those through the same color2bump, so it working as displacement also was just a hunch which worked out well :slight_smile:

Also, the bump map thing wasn’t my discovery, rather that of a Youtube dude who posted it, so credit where it’s due :slight_smile:

Hi @fixeighted there are no maps in your archive, only a 3ds max file. As far as I could see you are wiring it the same way as me. With my test in the previous post the VRayDisplacementMod works but only with a single map, it is not loading different textures randomly.

[Vladimir - can you send the file please? I can’t get the same result. Probably something in uv is wrong with what I did]

I assumed you’d replace the maps but here you go, use these https://www.dropbox.com/s/e2ph1w5oww…%2002.rar?dl=0
It is wired the same yes, with the only exception being that the color2bump needs to be used to pipe the bump maps for either the bump or displacement to work.
The other settings that make the overall map work should be clear from the setup.
If you try to output this as a complete map then it’ll do it but the maps used will be squashed down to 1x1, so unuseable.

[Vladimir - can you send the file please? I can’t get the same result. Probably something in uv is wrong with what I did]

Sorry for sending the double post

Here is the scene @roysgi

https://drive.google.com/file/d/1GJAxdyMU6hqDXvyPiHP6p-QF-8inh3Ds/view?usp=sharing