displacement tests thread
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^^
Edit: Ok, alex was faster^^
- Attachments
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- if you only want to do a map from a single object, this should be enough ;)
- composite-z-buffer.jpg (256.02 KiB) Viewed 3986 times
I'm finally happy with 1.1.1 !
Map from Maya procedurals, here are the specs:
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.
Map from Maya procedurals, here are the specs:
Code: Select all
<tonemapping>
<linear><scale>0.0003</scale></linear>
</tonemapping>
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<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>
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
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- Higher level (4), no bump mapping
- disp_rock_lvl4.jpg (136.23 KiB) Viewed 3882 times
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- The candidate to displacement:
- rock_CTZn.jpg (113.54 KiB) Viewed 3895 times
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- "That doesn't hurt", he said, "but the bump mapping is scratching my shape"
- disp_rock_CTZn.jpg (179.79 KiB) Viewed 3895 times
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- Kosmokrator
- Posts: 1141
- Joined: Sat Jul 29, 2006 11:52 am
- Location: Greece-Athens
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):Did you paint the bright and dark color variations on to the map?
- Attachments
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- ShabbyGrass.zip
- (1.32 MiB) Downloaded 267 times
Thanks for comments guys, the grass tests are convincing too !!
- 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.
The base geometry isKosmokrator wrote:how u get this rock????
- 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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