With all those new Sketchup plugins to do organic modeling, I though it would be a good exercise to try to materialise these forms.
So here some quick material tests.
The textures were projected to the the surface.
- Machine: octocore MacPro running Vista 64bit
- Render time: between 3 to 6 minutes for the SSS and glass renders.
the displacement renders took 8 to 13 minutes.
- Original image size for all images: 1230 X 835.
- Lighting: pure physical sky.
- settings: Irrmap+LC
very nice biebel, the stone ones are a beauty, congrats, btw, i once try to apply a displacement on a bark texture on a high polygon tree, but when i render it the part of the tree where i apply the texture was gone, dont know why..but congrats to you bro.
@Kgoku:I’ll try to upload the SU model tomorrow on 3Dwarehouse and post the link here.
@Teofas: Maybe you experienced a RAM issue because of a high resolution displacement texture you used or maybe too high displacement settings?
I learned in this experiment that testing using really low .visopt file settings, the RAM is controlled much better (I always check the task manager to see how much RAM is still free while rendering).
Here’s that stone render at original size (saved for web to lower file size):
Yep - superb displacement examples. For us displacement newbies, maybe you can explain a little more about settings etc.. I particularly like the rocks.
I didn’t change the default global displacement values. Instead I tried to define the strenght by playing with the multiplier in the displacement slot of the material.
I used the standard ‘projected textures’ method = pipeting the texture (which I right clicked and set to ‘projected’) of a face and paint bucket it to the whole surface.
Some more displacement, both on the object as to the ground surface:
hi bibel
excelent as always!!! but its does seem to good to be true, that mapping seems impossible with those new UV mspping tools and with projection… your gonna have to give us meatheads a demonstration or tut!!!
I used a premade displacement map but it can be done in Photoshop as well.
Unike a bump map, you don’t want too much detail in the stone itself
. Only the parts that really need to be displaced (=the seams between the rocks). The rock itself should be mono color grey or white.
You need to take good care of the edges on that seam. It helps to use ‘gaussian blur’ just a little to get it smooth. Also using levels (bring black and white closer to the curve), the ‘photocopy’ effect and also the ‘treshold’ option (image menu>adjustment>treshold) can be handy to use.