displacement tests thread

Get feedback from others on your works in progress
Post Reply
174 posts
BbB
Posts: 1996
Joined: Fri Feb 09, 2007 8:28 am
Location: Berlin
Contact:

Post by BbB » Fri May 30, 2008 10:44 pm

Hi Dr. Why did you use a carpet map for displacement and not a greyscaled version of the grass texture?

User avatar
drBouvierLeduc
Posts: 412
Joined: Wed Oct 11, 2006 2:32 am
Location: france

Post by drBouvierLeduc » Fri May 30, 2008 11:38 pm

@BbB : I don't know why, but with carpet map it looks much better.

pxl666
Posts: 308
Joined: Wed Oct 10, 2007 10:10 pm

Post by pxl666 » Fri May 30, 2008 11:50 pm

did u guys see www.crazybump.com ? this piece of software will drop ur jaws down heheh

User avatar
suvakas
3rd Place Winner
Posts: 2613
Joined: Mon Sep 04, 2006 11:08 pm
Location: Estonia
Contact:

Post by suvakas » Sat May 31, 2008 12:01 am

I made one grass test too. It needs at least one more sub-div level, but I'm on a very old machine at the moment.
Attachments
disp_grass.jpg
disp_grass.jpg (89.63 KiB) Viewed 4720 times

User avatar
pixie
Indigo 100
Posts: 2332
Joined: Sat Dec 29, 2007 4:54 am
Location: Away from paradise
3D Software: Cinema 4D
Contact:

Post by pixie » Sat May 31, 2008 12:20 am

@suvakas:
It looks at the same time fluffy and poinky. I don't know weather I would lay down or stay well clear of it!

User avatar
suvakas
3rd Place Winner
Posts: 2613
Joined: Mon Sep 04, 2006 11:08 pm
Location: Estonia
Contact:

Post by suvakas » Sat May 31, 2008 12:23 am

Yeah, the strands in the foreground are quite sharp. I think the higher subdiv would make it look a bit better.

BbB
Posts: 1996
Joined: Fri Feb 09, 2007 8:28 am
Location: Berlin
Contact:

Post by BbB » Sat May 31, 2008 12:28 am

Perhaps try with less displacement. And also adding darker and lighter spots on your displacement maps to vary the length of the grass. I don't think it necessarily needs more subdivision.

User avatar
suvakas
3rd Place Winner
Posts: 2613
Joined: Mon Sep 04, 2006 11:08 pm
Location: Estonia
Contact:

Post by suvakas » Sat May 31, 2008 12:56 am

I'm still towards more subdivs.
More tris = thinner strands = softer look...I think.

BbB
Posts: 1996
Joined: Fri Feb 09, 2007 8:28 am
Location: Berlin
Contact:

Post by BbB » Sat May 31, 2008 1:41 am

Dunno. What about slightly less displacement.
The Doc's grass looks like it was freshly mown...

User avatar
suvakas
3rd Place Winner
Posts: 2613
Joined: Mon Sep 04, 2006 11:08 pm
Location: Estonia
Contact:

Post by suvakas » Sat May 31, 2008 3:50 am

BbB wrote:Dunno. What about slightly less displacement.
The Doc's grass looks like it was freshly mown...
Yes, shorter would be nicer, but I wanted to test more weed type of look - longer grass.

BbB
Posts: 1996
Joined: Fri Feb 09, 2007 8:28 am
Location: Berlin
Contact:

Post by BbB » Sat May 31, 2008 3:58 am

In that case you might really be better off with instanced meshes. Especially if you're going to cover such a large terrain. Then again, it's hard to bend meshes to a terrain like this one.

But as a displacement test, of course, I find it really interesting. Maybe it's just the case that realism really depends on the map you're using...

pxl666
Posts: 308
Joined: Wed Oct 10, 2007 10:10 pm

Post by pxl666 » Sat May 31, 2008 6:50 pm

maybe we should announce "perfect grass field competition"? such threads are so productive and often result as great tutorials for newbies.
personally i would go for many instanced and different alpha mapped planes as much more memorywise and more "photo-like"

User avatar
drBouvierLeduc
Posts: 412
Joined: Wed Oct 11, 2006 2:32 am
Location: france

Post by drBouvierLeduc » Sun Jun 01, 2008 3:57 am

Wanted to see if displacement worked with blended material. It does !
The current preview scene is not really appropriate with that kind of material, so I replaced the sphere with a simple curved plane (the circle around the logo is where the plane intersects with the sphere).

To create the displacement map, I followed that tutorial : it's a height map based on real geometry, made in blender. It takes slightly more time than creating a map from a photography, but it's much more accurate. Though in that case, a 16bit images wouldn't hurt.

Regarding the grass, I second BbB, I don't think you can create nice-looking long grass with displacement, the leaves are too "straight". It's ok for a short grass, you know, where you play golf.
Attachments
grass-closeup.jpg
close-up of displaced grass
grass-closeup.jpg (76.34 KiB) Viewed 4435 times
grid-displacement-map.jpg
displacement-map used
grid-displacement-map.jpg (57.36 KiB) Viewed 4435 times
grid.jpg
blended + displaced mat.
grid.jpg (213.39 KiB) Viewed 4437 times

User avatar
zsouthboy
Posts: 1395
Joined: Fri Oct 13, 2006 5:12 am

Post by zsouthboy » Sun Jun 01, 2008 4:59 am

Fence looks great - you modeled the fence section and then rendered a heightmap? That's something i hadn't thought of before..

User avatar
drBouvierLeduc
Posts: 412
Joined: Wed Oct 11, 2006 2:32 am
Location: france

Post by drBouvierLeduc » Sun Jun 01, 2008 5:26 am

I'm posting that one to show an issue encountered with 8-bit image.
Here I think a 16-bit image would solve the problem.
Attachments
map-elephant.jpg
displacement map used
map-elephant.jpg (8.23 KiB) Viewed 4406 times
displaced-elephant.jpg
weird displaced elephant.
displaced-elephant.jpg (94.87 KiB) Viewed 4409 times

Post Reply
174 posts

Who is online

Users browsing this forum: No registered users and 41 guests