displacement tests thread

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CTZn
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Post by CTZn » Tue Apr 07, 2009 9:43 am

What a nice way to revive a thread ;)

The scene uses only diffuse materials, one being blended step-less with a null material.
bidir+mlt, no bump used.
Gaussian is the splat filter, as I'm used.
I own no glory for the procedural plants wich are part of the Maya library (cactusGrass).

That's the render buffer with 1.1.18 after 60mn (and exactly 60 spp !).

Thanks for all the nice feedback I had already with that image.
Materials will be shared soon and I have good hope to see the stone wall
shader translated one day into ISL, based one a simple, tiling mask map.
I can describe the procedure if someone is willing to code it.

As mentioned otherwhere the initial geometry for the wall is a plane
(two triangles), max_subds::12, pixel_threshold::1.9, error::0,
subdivision_smoothing is set to false.

More details:

Code: Select all

<mesh>
	<name>|pPlane4|pPlaneShape4</name>
	<normal_smoothing>true</normal_smoothing>
	<scale>0.01</scale>
	<max_num_subdivisions>12</max_num_subdivisions>
	<subdivision_smoothing>false</subdivision_smoothing>
	<merge_vertices_with_same_pos_and_normal>true</merge_vertices_with_same_pos_and_normal>
	<displacement_error_threshold>0</displacement_error_threshold>
	<subdivide_pixel_threshold>2</subdivide_pixel_threshold>
	<external>
		<path>objs/1/-pPlane4-pPlaneShape4.obj</path>
	</external>
</mesh>
Attachments
rustique_spot_01_full.jpg
&lt;&lt; pan please ;) &gt;&gt;
rustique_spot_01_full.jpg (553.27 KiB) Viewed 4085 times
Last edited by CTZn on Wed Apr 08, 2009 1:26 am, edited 1 time in total.

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rgigante
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Post by rgigante » Tue Apr 07, 2009 9:05 pm

:shock: :shock: :shock:

Wow CTZn!

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suvakas
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Post by suvakas » Tue Apr 07, 2009 9:23 pm

Awesome, really !
Let it cook a bit longer for final.

Stromberg
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Post by Stromberg » Wed Apr 08, 2009 12:34 am

Looks great, no critics from me :)

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zeitmeister
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Post by zeitmeister » Wed Apr 08, 2009 3:09 am

I found out that it's better to subdivide the displaced mesh in your native 3D-application.
Doing the subdivision there and telling Indigo only to make up to 1 subdivision, I get less problems with lack of memory and avoid error-messages in Indigo.

Can someone approve that?

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CTZn
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Post by CTZn » Wed Apr 08, 2009 6:48 am

What you say is true zeitmeister, though I don't believe there is a rule of
thumb. Displacement mapping is a technique, by that all I mean it can be
applied in different ways for one given case.

Now for a longer (yet only mine) answer, I for one would say it's a good
technique that you described, because you can easily forsee the final
mesh and thus keep control on ressources while rendering. In fact I should
have used that way (setting max_subd around 4-5 for a few) for the image
above, but I really wanted to stress Indigo's constance with displacement
at the given settings ! As you can tell it's doing great.

One drawback with displacement like here, is that open meshes can't have
subd_smoothing turned on (REQ: mesh::keep_borders !!!) or they
shrink and gaggle the scene build. Predisplacing could lead to unwanted
effects like that can be seen on one of the example images for the (yet
placeholder) material in db.

Sorry for a long thing again :P

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CTZn
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Post by CTZn » Wed Apr 08, 2009 11:36 am

Attachments
stoneWall_01_examplePreview..jpg
the textures pretty much at their full extent.
stoneWall_01_examplePreview..jpg (237.77 KiB) Viewed 3901 times
obsolete asset

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Termin8
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Re: displacement tests thread

Post by Termin8 » Wed Mar 31, 2010 10:46 am

Hi all,

I have some problems using displacement in Cindigo.
I create a b&w texture and apply it to the displacement channel. Then i adjust offset parameter and nothing happens. I tried subdivisions, but it works kinda weird.

Could you please provide me with the detailed(maybe some step by step directions) instructions on this topic. I promise i will not ask for it anymore! :)

Thank you!

Best regards,
Alexander
Lenovo IdeaPad Y510: Core2Duo 2.1GHz, 2GB RAM, GeForce 8600M GT, WinXP Pro SP3, Cinema 4D 11.5/Blender 2.49 and Indigo 2.2.12 with Cindigo 2.2.11/Blendigo 32-bit

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Zom-B
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Re: displacement tests thread

Post by Zom-B » Mon Apr 05, 2010 9:26 pm

Termin8 wrote:I create a b&w texture and apply it to the displacement channel. Then i adjust offset parameter and nothing happens.
Take care about your general scene scale! The B parameter is measured in meters. If your Mesh is several Kilometers high a 3cm displacement wouldn't be visible.
Always try to adjust your scene Scale to a plausible value: Indigo Render Settings > Environment > Scene Scale
Termin8 wrote:I tried subdivisions, but it works kinda weird.
Indigo SubDiv is buggy atm: http://www.indigorenderer.com/forum/vie ... f=5&t=6619
polygonmanufaktur.de

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