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
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.
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)
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?
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.