displacement tests thread

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drBouvierLeduc
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displacement tests thread

Post by drBouvierLeduc » Wed May 28, 2008 7:24 am

Share your displacement tests with the world !
Here are my first shots.
(I'm lazy so I only used the preview scene)
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im1211904060.jpg
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im1211906263.jpg
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im1211914904.jpg
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PureSpider
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Post by PureSpider » Wed May 28, 2008 7:32 am

Why is the base of the test scene not displaced at all?

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zsouthboy
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Post by zsouthboy » Wed May 28, 2008 7:36 am

Good idea on the thread, rather than filling up the 1.1.1 thread with em :)
And I noticed the base on mine weren't getting displaced either :( Not sure what I'm doing wrong, it's definitely getting subdivided..

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drBouvierLeduc
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Post by drBouvierLeduc » Wed May 28, 2008 7:49 am

The base is not displaced because it's not subdivided.
I keep it this way to save some memory, waiting for the x64 release (wich is really needed when using subdivision+displacement).

@zsouthboy : Have you placed the subdivision tags to both the sphere and the base meshes ? ("preview_sphere" and "preview_base")

BbB
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Post by BbB » Wed May 28, 2008 8:45 am

Man I like the grassy one. But you got me worried about memory consumption. It would be really good to be able to use this over large areas.

pxl666
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Post by pxl666 » Wed May 28, 2008 8:59 am

the stone-one looks awesome...i missed the whole news about displacement stuff - is this similar to use of disp mod in blender (BW disp map + hi poly mesh)? is this more memorywise than blender-like technique?

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zsouthboy
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Post by zsouthboy » Wed May 28, 2008 9:03 am

drBouvierLeduc wrote:The base is not displaced because it's not subdivided.
I keep it this way to save some memory, waiting for the x64 release (wich is really needed when using subdivision+displacement).

@zsouthboy : Have you placed the subdivision tags to both the sphere and the base meshes ? ("preview_sphere" and "preview_base")
Yep, checked and double checked, and I see indigo subdividing preview_sphere and preview_base.

alex22
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Post by alex22 » Wed May 28, 2008 9:17 am

Just copied from the 1.1.1 thread
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im1211917531.png
brickwall made in mapzone
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drBouvierLeduc
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Post by drBouvierLeduc » Wed May 28, 2008 9:36 am

new tries, textures were "borrowed" from maxwell's materials website.

@zsouthboy : You're right, I tried to displace the base too, and it didn't work. Is it a bug ?
@Alex : excellent !
@BbB : I guess high memory usage is the price to pay. I will try a large scale test tomorrow.
Attachments
im1211921939.jpg
some plastic cheesy thing (supposed to be a swiss cheese)
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im1211917445.jpg
old crumbled wall
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Kram1032
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Post by Kram1032 » Wed May 28, 2008 10:17 am

that last one looks pretty cheesy :P xD

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cookieofdoom
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Post by cookieofdoom » Wed May 28, 2008 10:46 am

Wow! How long did you guys let these tests render (and on what kind of systems)? They look amazing!

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zsouthboy
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Post by zsouthboy » Wed May 28, 2008 11:21 am

cookieofdoom wrote:Wow! How long did you guys let these tests render (and on what kind of systems)? They look amazing!
Get yourself a quadcore and you'll wonder what you did without it! :D

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drBouvierLeduc
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Post by drBouvierLeduc » Wed May 28, 2008 11:32 am

One more basic test (jeez I could play with that build forever). Will try some tests on more consistent stuff tomorrow.
@cookieofdoom : each images cooked for about 20mn on a core2duo
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im1211929039.jpg
rocks
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pixie
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Post by pixie » Wed May 28, 2008 12:00 pm

This is my first attemp on displacement.. Although scale of the object was correct (or at least I've done the usual procedures to get into scale) only when I bumped b up to ten I got to see the desired displacement, although the amount I was thinking was on the centimeters rather on meters...

The ball is 200mm

Code: Select all

<material>
        <name>Rocks</name>
        <phong>
            <ior>1.8246545641235646</ior>
            <diffuse_albedo_spectrum>
                <rgb>
                    <rgb>0.8 0.8 0.8</rgb>
                    <gamma>2.2</gamma>
                </rgb>
            </diffuse_albedo_spectrum>
            <exponent>122.5</exponent>
            <albedo_texture>
                <uv_set>default</uv_set>
                <path>tex\ROCAS.jpg</path>
                <exponent>2.2</exponent>
            </albedo_texture>
            <displacement_map>
                <uv_set>default</uv_set>
                <path>tex\ROCAS_displace.jpg</path>
                <b>10</b>
                <exponent>2.2</exponent>
            </displacement_map>
        </phong>
    </material>

on a side note is interesting to find that the greater the bump the greater the impact the max_num_subdivisions has, and the bigger the detail
Attachments
im1211936285.png
&quot;nd Displacement in preview scene
im1211936285.png (11.79 KiB) Viewed 9922 times
im1211931668.png
Displacement test
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Last edited by pixie on Wed May 28, 2008 1:08 pm, edited 3 times in total.

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dougal2
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Post by dougal2 » Wed May 28, 2008 12:00 pm

zsouthboy wrote:Get yourself a quadcore and you'll wonder what you did without it! :D
aint that the truth ! My quad is about the first machine I've had that can keep up with my demand of activity :)

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