What am i doing wrong? I am trying to displace a corner stone rather than simply beveling it, though the more i work with it, the more it looks like a bad idea.
After i displace my object, which consists of two perpendicular planes (4 faces total), it looks like it’s completly smoothed like there is no sharp angle between them.
This is how my applied displacement map looks like.
And if i try to fillet the corner a bit it looks like this. No mater how small i make the fillet, (i’ve used two chamfers, first 0.005 inches and then a 0.002, the whole object is 8 by 16 inches) the edge looks too round and the texture gets messed up.
Can it be made to look shap somehow using displacement?
I have an idea why there is a smoothing issue when an object actually gets displaced, but i have no idea why it smooths it all out even when the value is set at zero.
So 3D looks crap hey.. odd.
Well since you are displacing around a corner and using 2d displacement you might need to crank up the precision amount. Try that.
Well, first because i want to make a more complicated displacement map, to make it look more rustic, for example, one coin made out of few really uneven stones.
And, because i want to learn. If i encounter a project with a strict deadline, in which i have to use displacement for something, i better be prepared.
i dont think it will work out ok with that shape…
i wouw extrude the mesh to resemble the wanted topography and then aply a small dispacement to give ur stone a good “bumpy” look…
nevertheless…imo i d use a good bump map with high values for rendertime sake…
It’s a simple building, so render time is not a nuisance, that’s why I wanted to experiment with displacement.
If you download the scene, you’ll see what kind of displacement map i’m using. It’s very simple, it just extrudes the basic shapes, i’m still using bump maps to give my stones a good “bumpy” look
While i can model the coins with ease in this case, i can’t model the wall. I mean, i can, but it requires much effort, i’d have to model the horizontal running bond, the large stones and the vertical bricks between them. Then i’d have to texture all of that using three different textures, and in the end it wouldn’t look that good because it would all be even, sharp and repetitive…
I think it’s much easier to be done with displacement… only if it works. One wall, one texture, one displacement.
Not quite, they are just 2 different ways of displacing. It just so happens that procedurals only work with 3d displacement. But that isnt the rule.. as such.