displacement tests thread

Get feedback from others on your works in progress
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OnoSendai
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Post by OnoSendai » Wed May 28, 2008 3:08 pm

I think the problem is that the curvature of the triangles was zero. but so was the threshold, so the tris weren't being subdivided.
I guess i should make the test

split if curvature >= threshold

instead of

split if curvature > threshold

:)

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manitwo
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Post by manitwo » Wed May 28, 2008 5:05 pm

stunning pictures guys :shock:

pxl666
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Post by pxl666 » Wed May 28, 2008 7:11 pm

guys - can anybody pls answer my previous question? > "is this similar to use of disp mod in blender (BW disp map + hi poly mesh)? is this more memorywise than blender-like technique?" and could u post ur disp maps along with renders? and what is approximate polycount of this subdivided sphere?
cheers

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drBouvierLeduc
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Post by drBouvierLeduc » Wed May 28, 2008 8:27 pm

@pxl666 : Well, I'm not expert, but I think the result should be more or less the same. The only difference is that indigo performs some adaptative subdivision, meaning the mesh is only subdivided where it's needed--> smaller mesh (though the same kind of modifier for blender is in development).
In the end, I bet it will be much more practical to use indigo's displacement rather then applying tons of modifiers in blender.

The spheres I rendered have approx. 35000 faces, and are subdivided 3 times.

BbB
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Post by BbB » Wed May 28, 2008 9:41 pm

Ono, are you thinking of adding a water-level feature? It basically cuts every parts of the mesh that are under a specified level of displacement. Very handy for wicker and other types of material with holes in it.

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OnoSendai
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Post by OnoSendai » Thu May 29, 2008 12:04 am

Hi BbB,
Adding a water level feature doesn't look too hard, I'll give it a go.

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Post by BbB » Thu May 29, 2008 12:24 am

Great to hear Ono!

Here's a belated attempt at grass. The sphere rendered for 20 min, the "landscape" for about twice as long.
Attachments
Grass1.jpg
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grass2.jpg
grass2.jpg (135.7 KiB) Viewed 4240 times

BbB
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Post by BbB » Thu May 29, 2008 1:15 am

Some kind of ivy thing
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Ivy.jpg
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drBouvierLeduc
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Post by drBouvierLeduc » Thu May 29, 2008 1:51 am

Ooh, me like that ivy. Would you share your displacement and color map ?

BbB
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Post by BbB » Thu May 29, 2008 1:56 am

Nothing fancy, Dr Bouvier.
I just grabbed the diffuse map from CGtextures and used a greyscale version for displacement. It's not even tileable. But there you go, with some work maybe you could do something useful with it:

Adding an Arroway texture attempt. Now we can render these beautiful stone walls!

EDIT: Oops, sorry about the huge images. Here they are properly packed.
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ivy.zip
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Arroway.jpg
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Gengibre
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Post by Gengibre » Thu May 29, 2008 2:17 am

Wow, great test, awesome job OnoSendai... Iwill give it a try on the weekend...

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mrmoose
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Post by mrmoose » Thu May 29, 2008 3:30 am

Stone for me too! :wink:
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matsta
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Post by matsta » Thu May 29, 2008 3:57 am

hey guys

i tried some displacement a while ago, harrasing some dudes on chatzilla for help. still, my results were... crap. i was wondering if anyone could write a tut on displacement in blender and blendigo. if you cant be bothered then i spose dont worry, but i think it would be great for the wiki.

great work guys

greetz
mat

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cpfresh
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Post by cpfresh » Thu May 29, 2008 4:09 am

mrmoose
grab the official indigo preview scene. that scene you're using now (it looks like the one I 'doctored up' for sketchy) has some issues on and around the logo area -- looks strange. the latest one works much better! :D

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drBouvierLeduc
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Post by drBouvierLeduc » Thu May 29, 2008 4:35 am

@matsa : displacement doesn't work in blendigo (yet), it's one of the kick-ass hot feature of the latest indigo build. So you have to edit your file manually.
you have to edit two things :

* first, choose the mesh you want to displace, and add this code just before the <embeded> tag :

Code: Select all

      	<normal_smoothing>false</normal_smoothing>
      	<max_num_subdivisions>3</max_num_subdivisions>
      	<subdivide_pixel_threshold>0.0</subdivide_pixel_threshold>
      	<subdivide_curvature_threshold>0.1</subdivide_curvature_threshold>
      	<subdivision_smoothing>true</subdivision_smoothing> 
* then find the material used by the mesh, and add this code, somewhere between the <phong> or <diffuse> tag (change texture.jpg with your own texture) :

Code: Select all

			<displacement_map>
          		  <uv_set>uv</uv_set>
            		<path>texture.jpg</path>
           		 <exponent>2.2</exponent>
           		 <b>0.035</b>
         </displacement_map> 

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