hi all,
I make a simple wood floor with displace mod.
with latest version of vray. muy shape is a simple line.
Why I have this?
I must take care of that or not?
hi all,
I make a simple wood floor with displace mod.
with latest version of vray. muy shape is a simple line.
Why I have this?
I must take care of that or not?
It seems to be a cropping issue again?
It’s hard to say without looking at the displaced floor object… what kind of object is it? What kind of UVW mapping have you applied?
Best regards,
Vlado
my shape is an extruded spline with planar mapping.
I have try to convert it in poly to test, and that’s the same pbl.
Try box mapping, or a simple plane instead of an extruded shape.
Best regards,
Vlado
It work with a plane. ![]()
But it’s again a problem if we can’t make a displace with poly or extruded spline.
Did you try using box map on your floor? seems to work here on an extruded spline.
Oh, and 3d displacement does not have the same problems.
in my case 3d and 2d work with this warning but in plane mapping. For wood floor did you use 3d or 2d I haven’t understand the difference?
thanks
I almost always use 3D Displacement, mostly because it can use the displacement slot in materials, it allows multiple displacement maps (through face ID’s and multiple mapping channels. It used to that 2D was much faster/memory friendly than 3D but with the improvements to 3D there is little difference now.
I was getting the same error invalid normal, with a spline shape with a uvwmap on it, which then had a shell applied to give it thickness and was then displaced +.25" and shift -.25"
it also caused red blotches on some geometry in the scene. but only from certain camera angles? (Shifting the viewpoint made them go away)
I’d like to use 3D for that same reason. But I get significantly different results between the two. What am I doing wrong?
As I understand it, 2D mapping “extrudes” the geometry in a +Z direction, while 3D does it normal to the geometry being displaced. Is this correct?
All I know is when I switch between the 2 on a flat or slightly rolling grass terrain, the 2D looks great but 3D looks nasty.
Mentioned it with example back here: http://www.chaoticdimension.com/forums/phpBB2/viewtopic.php?t=11313&highlight=displacement
Grass is one place I still use 2D ![]()
Thanks Eric and Vlado.
I had try many thing to have clean glossy without this picked with noise on it.
I have put sbdiv to 60, with and without use lightcache for glossy, this is with 2d mapping. I had try glossy to 0,5/0,8/0,75 etc and always noise I don’t understand.
Someone know why?
I had try also without displace and it work fine.
In my show setting precision is to one but I have tryed to 100 and 50.
here is my displace map:
I think that this is the little “veine” grey btwenn the black stries. no?
its nice you want to test the displacement. but it would just be easier to use a bump map in that case
I’m not sure Da_elf! Bump depend of the light, with displace you can see all of the perpendicular lines and it is not too long for render.
How does it look without the displacement? Perhaps you have tiny bumps in your displacement map, which cause the noise.
Best regards,
Vlado
I’d agree. Adjust levels a LOT on your image. Come up with a joints-only image for displacement. Then use your current map as a bump map for the wood irregularities.
Yes Vlado I have found this: my displacement map must be without intermediate grey and there are tiny bump on that map.
thanks for reply ![]()