displacement tests thread

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Kram1032
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Post by Kram1032 » Sun Jun 01, 2008 7:58 am

this actually looks interesting :) under circumstances, one'll want that step.effect. Good for artificial terraces^^

BbB
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Post by BbB » Sun Jun 01, 2008 9:41 am

Dr. Can BI render a Z-buffer?

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zsouthboy
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Post by zsouthboy » Sun Jun 01, 2008 9:56 am

I can answer that: yep.

And it'd be much easier (granted its not hard to do) to set up than that material.

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Macrob
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Post by Macrob » Sun Jun 01, 2008 10:28 am

Displacement, bump, diffuse texture and unreal shadow ;)
By the way: Why should I use indigo displacement instead of the blender displace modifier?
Attachments
im1212265987.jpg
im1212265987.jpg (234.75 KiB) Viewed 3906 times

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CTZn
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Post by CTZn » Sun Jun 01, 2008 10:45 am

Wow, excellent Macrob !
obsolete asset

BbB
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Post by BbB » Sun Jun 01, 2008 7:32 pm

I can answer that: yep.
How?

alex22
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Post by alex22 » Sun Jun 01, 2008 10:58 pm

http://de.wikibooks.org/wiki/Blender_Do ... /_Z-BufferHere is a short description of how to do it with composite nodes. In the screen, connect the marked Z with the input of the "map val" node. Also, connect the yellow output of the colorramp with the input of the composite node. Don't forget to select "do composite" in the render options and render once to see a preview in the viewer node!
Last edited by alex22 on Mon Jun 02, 2008 3:25 am, edited 1 time in total.

BbB
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Post by BbB » Sun Jun 01, 2008 11:18 pm

Alex. Would you mind giving me a screenshot?
I've never used the composite nodes and I'm afraid I've no idea what you're talking about :oops:

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Macrob
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Post by Macrob » Mon Jun 02, 2008 12:14 am

A little comparison between
- just bump (b= 0.01)
- displacement (b=0.05) and bump (b= 0.01)
- albedo texture and displacement (b=0.05) and bump (b= 0.01)

Displacementmap and bumpmap are the same file.
Attachments
bump-displ-texture.jpg
bump-displ-texture.jpg (180.74 KiB) Viewed 3796 times

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Kram1032
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Post by Kram1032 » Mon Jun 02, 2008 2:09 am

BbB, in the image viewer, you actually should be able to choose the z-buffer view...
Or you simply split the Z-buffer via nodes.

The problem with that is, that it's not a per mesh Z-buffer but an overal buffer... things, further in the bg, are darker and therefore less displaced.
The buffer is floating-point so if Ono'd allow exr for disp-maps, we could even have 32bit precession :) (Blender allows that since 2.46, AFAIK...)

The distance-difference shouldn't be a problem though, as you usually only take one single object for such a displacement.... :)

alex22
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Post by alex22 » Mon Jun 02, 2008 3:26 am

Sry forgot to insert the link. Edited it in now.

BbB
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Post by BbB » Mon Jun 02, 2008 3:47 am

Thanks Alex, Kram. Will have a look.

EDIT: I'm definitely a Blender idiot. I get a ZBuffer image now, but Blender still saves the diffuse pass when I try to save it... This software can be unnerving sometimes...

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Kram1032
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Post by Kram1032 » Mon Jun 02, 2008 5:04 am

O.o
xD
Screenshots of Node Setup and Rendersettings, pls ;)

alex22
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Post by alex22 » Mon Jun 02, 2008 5:05 am

Here is an example file. Look where the composite node is connected to.
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Z-buffer composite.zip
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drBouvierLeduc
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Post by drBouvierLeduc » Mon Jun 02, 2008 5:30 am

@macrob : why indigo instead of blender's modifier ? Tough question. I'll try to answer in 3 points :
-1 : I guess if you have lots of meshes to be displaced it might be easier to use indigo's displacement.
-2 : Indigo performs an adaptative subdivision, wich more memory-wise than simple subdivision. (ok, well, that modifier is in development for blender.
- 3 : because you love indigo !

Nice renders btw. Why, in your last tests, are displacements with and without albedo texture so different ?

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