displacement tests thread
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, 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....
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....
Here is an example file. Look where the composite node is connected to.
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- drBouvierLeduc
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@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 ?
-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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