displacing a corner stone

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?

check your smoothing groups on the edit poly modifier, , select all the faces and knock off the smoothing groups.

Tom

Tried inverting your displacement map and using a minus value?

Tom, i’ve cleared all the smoothing groops, but to no avail.

cubic, it’s still smooth, the funny thing is even when the displacement value is set to 0, it still smooths out the object.

have you tried 3d disp?

Why is the amount = “0” in this screenshot?

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.

@daforce

3d displacement looks awful, it doesn’t displace well and some triangulation artifacts on the original mesh are clearly visible.

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.

wanna upload that part of your scene and the legendary helpful folks in this forum will try and sort it out???

Tom

Try using a standart material with faceted on

Ok, forgive me for asking the obvious, by why not just model it? It seems like it would render faster as well.

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’ll upload the scenes.

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…:wink:

http://rapidshare.com/files/10365345/displacement\_problem.zip.html

I’ve assigned standard materials, (even tried checking faceted), you have the displacement map included, and both wall and coin mesh.

@ene.xis

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 :wink:

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.

i ll give it a go over the weekend
:wink:

anyone?

ill look at it tonight.

It seems to be working with 3d displacement and ‘keep continuity’ checked :sweat_smile:

I didn’t see that option. But still, isn’t 3d displacement supposed to be used with procedural maps?

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.

Im glad you worked it out :wink: