displacement tests thread

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Kram1032
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Post by Kram1032 » Mon Jun 02, 2008 5:35 am

I now did an image with (hopefully) all the important parts inside... (I used some options which might speed up the render a bit, too)

Edit: Ok, alex was faster^^
Attachments
composite-z-buffer.jpg
if you only want to do a map from a single object, this should be enough ;)
composite-z-buffer.jpg (256.02 KiB) Viewed 3953 times

BbB
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Post by BbB » Mon Jun 02, 2008 9:10 am

Thanks a lot guys.
I'll try now. Blender 246 crashes a lot when playing with nodes.

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zsouthboy
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Post by zsouthboy » Mon Jun 02, 2008 12:51 pm

BbB wrote:Thanks a lot guys.
I'll try now. Blender 246 crashes a lot when playing with nodes.
That's...odd. I've done a bit with them and never crashed it....

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manitwo
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Post by manitwo » Mon Jun 02, 2008 1:08 pm

hehe (thanks for the z-buffer tuts ;) )
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suz.jpg
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CTZn
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Post by CTZn » Mon Jun 02, 2008 1:26 pm

I'm finally happy with 1.1.1 !

Map from Maya procedurals, here are the specs:


Code: Select all

<tonemapping>
	<linear><scale>0.0003</scale></linear>
</tonemapping>

Code: Select all

<material>
	<name>disp_lambert</name>
	<diffuse>
		<albedo_spectrum>
			<rgb>
				<rgb>0.1 0.1 0.1</rgb>
				<gamma>1</gamma>
			</rgb>
		</albedo_spectrum>

		<albedo_texture>
			<uv_set>default</uv_set>
			<path>textures/ASTEROID_Desat_4k.tga</path>
			<exponent>2.2</exponent>
		</albedo_texture>

		<displacement_map> 
			<uv_set>default</uv_set> 
			<path>textures\ASTEROID_4k.tga</path> 
			<exponent>1</exponent> 
			<b>0.5</b> 
			<c>-0.25</c> 
		</displacement_map>

		<bump_map> 
			<uv_set>default</uv_set> 
			<path>textures\ASTEROID_4k.tga</path> 
			<exponent>1</exponent> 
			<b>0.01</b> 
			<c>-0.005</c> 
		</bump_map> 

	</diffuse>
</material>

Code: Select all

<mesh>
[...]	
	<max_num_subdivisions>3</max_num_subdivisions>
	<subdivide_pixel_threshold>1</subdivide_pixel_threshold> 
	<subdivide_curvature_threshold>-1</subdivide_curvature_threshold> 
	<subdivision_smoothing>true</subdivision_smoothing>
[...]
</mesh>
Thanx Ono !

edit: actually I'm rendering an higher subd'd one (<max_num_subdivisions>4</max_num_subdivisions>). Indigo prints between 800 and 820Mo on memory.
Attachments
disp_rock_lvl4.jpg
Higher level (4), no bump mapping
disp_rock_lvl4.jpg (136.23 KiB) Viewed 3849 times
rock_CTZn.jpg
The candidate to displacement:
rock_CTZn.jpg (113.54 KiB) Viewed 3862 times
disp_rock_CTZn.jpg
&quot;That doesn't hurt&quot;, he said, &quot;but the bump mapping is scratching my shape&quot;
disp_rock_CTZn.jpg (179.79 KiB) Viewed 3862 times
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zsouthboy
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Post by zsouthboy » Mon Jun 02, 2008 2:48 pm

holy - that's really detailed!

BbB
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Post by BbB » Mon Jun 02, 2008 5:02 pm

Very nice indeed!

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Kosmokrator
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Post by Kosmokrator » Mon Jun 02, 2008 7:06 pm

r u carzy??????????//
how u get this rock????
its the rock rocking!!!!!
f@#@!!!!
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BbB
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Post by BbB » Mon Jun 02, 2008 7:24 pm

My contribution to the grass discussion. Trying a shabby, unkempt look. Not nearly enough subdivision, but you get the general idea.
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grass3.jpg
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suvakas
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Post by suvakas » Mon Jun 02, 2008 8:29 pm

Looks very good (besides those sharp killer strands).
Care to share the D map? :wink: Or if not, then maybe give some pointers?
Did you paint the bright and dark color variations on to the map?

BbB
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Post by BbB » Mon Jun 02, 2008 8:55 pm

Did you paint the bright and dark color variations on to the map?
I tried that but it didn't work. So I just looked for a very shabby-looking grass map. The displacement map is just a greyscale version. I haven't even made it tileable yet. Just checked if the idea could work. Here are half-res versions (the full-res maps were too big to upload):
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ShabbyGrass.zip
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CTZn
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Post by CTZn » Mon Jun 02, 2008 10:48 pm

Thanks for comments guys, the grass tests are convincing too !!
Kosmokrator wrote:how u get this rock????
The base geometry is

- a cube,
- randomised vertex position,
- subdivided,
- reapeated the two above various times,
- then displaced with some mixed texture. The texture resolution is important too (4k square, ~60Mo (tga)).

Then I'm asking Indigo to subdivide each triangle down to 1 px, but they don't reach that point because a <max_num_subdivisions> of 4 is not high enough for that, and a value of 5 may be overkill for my system. Maybe I could optimize a bit by setting curvature conditions :!: btw I think that curvature value is in radians, need confirmation/infirmation please.
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OnoSendai
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Post by OnoSendai » Mon Jun 02, 2008 11:15 pm

Yes it's radians :)

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CTZn
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Post by CTZn » Mon Jun 02, 2008 11:21 pm

Aah thanks :D
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dougal2
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Post by dougal2 » Tue Jun 03, 2008 12:58 am

CTZn
Can you write up a full tutorial of how you rendered that displacement ?
Then I can set about sketching routines in MtI to automate the relevant parts ;)

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