box + displacement map problem
box + displacement map problem
Hi,
when i apply material with displacement map to a cube, as a result i got six planes moved along its normals and not connected (so it's not a cube anymore) Shoulden't the shader displace only non-black areas of a displacement map instead of all surface? Is it a normal behavior or am i doing something wrong?
SU 7 Skindigo 2.2.12
I'll appreciate all help.
when i apply material with displacement map to a cube, as a result i got six planes moved along its normals and not connected (so it's not a cube anymore) Shoulden't the shader displace only non-black areas of a displacement map instead of all surface? Is it a normal behavior or am i doing something wrong?
SU 7 Skindigo 2.2.12
I'll appreciate all help.
Re: box + displacement map problem
I'd appreciate an image to see the problem.
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- fenerolina
- Posts: 141
- Joined: Sun Mar 15, 2009 12:27 pm
- Location: Pyrenees
Re: box + displacement map problem
I use to solve this problem by rounding the box cornes, even if its very few ,and smooth the edges . So when I click one face of the cube all the faces are selected as 1 texture instead of 6. Try it and post some images..
Re: box + displacement map problem
sorry i assumed all is clear.
I've just done test renders to show this issue and somehow the efect is different then yesterday when my question was born but still other then expected.
So first material preview with albedo map used for displacement and other one with external contrasted bw version of texture. Difference isn't big but visible. Displacement scale is set to 0.03 I hope now it's clearer. (btw how to save bigger preview?)
Then those 2 matrials applied on model. Cube is 300cmx300cmx300cm
Then a render i'v got yesterday (another scene - cube size 600x600x600 but displecement scale still around 0.03 (i'm not sure but not less then 0.03 and not bigger then 0.05) and the same external map of displacement ) - corner is quite straight but empty.
So my question is - is it possible to obtain not flat material but with no empty corners ?
- Attachments
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- ext displacement
- cube_ext-disp.jpg (71.37 KiB) Viewed 2457 times
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- su dispalcement
- cube_su-disp.jpg (69.93 KiB) Viewed 2457 times
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- preview wit ext map
- thumb-ext-disp.png (60.44 KiB) Viewed 2459 times
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- material preview with SU displacement map
- thumb-su-disp.png (59.92 KiB) Viewed 2460 times
Re: box + displacement map problem
thx for the tip. I'll try this.fenerolina wrote:I use to solve this problem by rounding the box cornes, even if its very few ,and smooth the edges . So when I click one face of the cube all the faces are selected as 1 texture instead of 6. Try it and post some images..
so it's only a question of modeling technique? material behavior is normal ?
But still i don't understand why this time the surface is more "bumpy" than yesterday with sme displacement scale...
- Attachments
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- yesterday
- yesterday.png (297.3 KiB) Viewed 2456 times
Re: box + displacement map problem
That's strange. I would expect this if your cube is exported as six independant squares, each having its own vertices. But for a regular cube where faces share eight vertices, this should not work like that.
Could you show the part of the igs containing the cube mesh?
Etienne
Could you show the part of the igs containing the cube mesh?
Etienne
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: box + displacement map problem
sorry for the stupid question but - how?galinette wrote:
Could you show the part of the igs containing the cube mesh?
Etienne
and also isnt't the box in material preview a cube with 8 vertices?
Re: box + displacement map problem
I'm afraid that the SkIndigo cube preview scene cannot currently be used to preview displacement because it contains no subdivision settings.
In your scene with the box, be sure to use high enough subdivision settings. You probably need your max subdivisions set to about 10 for this scene.
A cube is tricky for subdivision because the edges will rip apart unless the face vertices share the same UV coordinate and the same normal. This can be accomplished by:
- positioning the texture on a face using the SketchUp texture positioning tools
- using the SU ink dropper to copy the texture position to an adjacent face (This makes the face vertices share the same UV coordinates)
- select all edges in the cube and 'soften' them using the SketchUp soften edges dialog. (This makes the vertices share the same normal)
If you follow these steps, the seams of your mesh will not rip apart.
In your scene with the box, be sure to use high enough subdivision settings. You probably need your max subdivisions set to about 10 for this scene.
A cube is tricky for subdivision because the edges will rip apart unless the face vertices share the same UV coordinate and the same normal. This can be accomplished by:
- positioning the texture on a face using the SketchUp texture positioning tools
- using the SU ink dropper to copy the texture position to an adjacent face (This makes the face vertices share the same UV coordinates)
- select all edges in the cube and 'soften' them using the SketchUp soften edges dialog. (This makes the vertices share the same normal)
If you follow these steps, the seams of your mesh will not rip apart.
Re: box + displacement map problem
thank You very much Whaat. I'll try this.
Re: box + displacement map problem
Hi all,
I have the same problem, but in Cinema 4D. Is there a standard workflow (hi subdivision, converting objects etc.) that i must go through to achieve better results? My trial/error method didn't give me the exact understanding of the procedure. Can enyone help please?
Thank you!
Regards,
Alexander
I have the same problem, but in Cinema 4D. Is there a standard workflow (hi subdivision, converting objects etc.) that i must go through to achieve better results? My trial/error method didn't give me the exact understanding of the procedure. Can enyone help please?
Thank you!
Regards,
Alexander
Lenovo IdeaPad Y510: Core2Duo 2.1GHz, 2GB RAM, GeForce 8600M GT, WinXP Pro SP3, Cinema 4D 11.5/Blender 2.49 and Indigo 2.2.12 with Cindigo 2.2.11/Blendigo 32-bit
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