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    First displacement test

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    • N Offline
      nomeradona
      last edited by

      very nice displacement and also your displacement map that you have.

      visit my blog: http://www.nomeradona.blogspot.com

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      • RichardR Offline
        Richard
        last edited by

        Thanks all!! I can suggest lots of trial and error on this test!!!

        Pete!

        Mate I have till date modelled tiles though it is a real hassle given it would be easy if each could just be a component though it ends up that the end tiles often need to be trimmed back or they project out past the capping tile!

        And obviously in SU the poly load from the tiles isn't handled well and not so bad with shingle tiles but once the tile has an intricate surface profile it can really blow out! In this case I just have to paint geometry!!! I found if I subdivide the roof well (just running a cookie cutter geometry through it and intersect with model) the rendertimes aren't significantly increased! Must say just painting a texture is really a far more simple process and where the roof becomes complex the saving really are great! And it also means I can paint dirt onto my large scale map and introduce some up and down variation in the tiles!

        Hence in all the workflow is VERY simple!

        [BUILTBRAND.COM.AU](http://builtbrand.com.au/)

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        • plot-parisP Offline
          plot-paris
          last edited by

          impressive test, Richard.

          especially the "up and down variations" seem a convincing reason for using displacement to me. adding "imperfections" surely is a lot easier than modelling it.

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          • RichardR Offline
            Richard
            last edited by

            @plot-paris said:

            impressive test, Richard.

            especially the "up and down variations" seem a convincing reason for using displacement to me. adding "imperfections" surely is a lot easier than modelling it.

            Thanks again PLot!!!

            Yes slight offsets, rises and falls, chips and irregularities that all aid to increase realism at no additional modelling time is a real bonus toward the use of displacement. As well as the simple dealing with SU's poly limits.

            With the last few renders I've done having the main context dwelling and a few surrounding dwelling with modelled tiles SU would crawl to a stand still once the tile layer was turned on! With just mapping and very simple geometry it will be a god sent!

            [BUILTBRAND.COM.AU](http://builtbrand.com.au/)

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            • RichardR Offline
              Richard
              last edited by

              Another quick test with different tile profile! Just quick few minute render!

              http://img407.imageshack.us/img407/67/roofredbn6.jpg

              [BUILTBRAND.COM.AU](http://builtbrand.com.au/)

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              • plot-parisP Offline
                plot-paris
                last edited by

                another marvellous displacement example, Richard! absolutely convincing.

                is it possible with Maxwell to have layered textures with different UV coordinates within SketchUp, as you can do with Indigo?
                or are the (truely beautyful) spots of dirt on your first image part of the roof tiles texture and will be repeated in a regual pattern?

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                • RichardR Offline
                  Richard
                  last edited by

                  @plot-paris said:

                  another marvellous displacement example, Richard! absolutely convincing.

                  is it possible with Maxwell to have layered textures with different UV coordinates within SketchUp, as you can do with Indigo?
                  or are the (truely beautyful) spots of dirt on your first image part of the roof tiles texture and will be repeated in a regual pattern?

                  Cheers mate!

                  And yes the option is there to offset or call upon a different repeat to any map used, unlike indigo maxwell can also utilse weight maps so the option is also available to place a large map over the whole roof and provide streaking or dirt where you want it exactly and then repeat the tile texture under that! And only one map needs to be present in the SU model!

                  I would never want to draw the short falls of Indigo as it has some amazing development but the containment of maps within the model and lack of weight mapping is a real bummer! I look at my low poly cars as an example and the same outcome can never be achieved with the current setup required within SU!

                  [BUILTBRAND.COM.AU](http://builtbrand.com.au/)

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                  • P Offline
                    pibuz
                    last edited by

                    Hi Richard!
                    Impressive tests, i must say!
                    But, tell us: i once tried maxwell's displacement capabilities, but the result was indeed very odd. Then i read that the displaced surface had to be subdivided into smaller triangles for maxwell to displace it properly. Has it been fixed, maybe? Or you simply subdivided you roof surface a little bit?
                    I think some SU screenshots would help a lot! πŸ˜‰
                    Thanks!

                    WEB (ita) - https://filipposcarso.wixsite.com/ordinentropico

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                    • RichardR Offline
                      Richard
                      last edited by

                      @pibuz said:

                      Hi Richard!
                      Impressive tests, i must say!
                      But, tell us: i once tried maxwell's displacement capabilities, but the result was indeed very odd. Then i read that the displaced surface had to be subdivided into smaller triangles for maxwell to displace it properly. Has it been fixed, maybe? Or you simply subdivided you roof surface a little bit?
                      I think some SU screenshots would help a lot! πŸ˜‰
                      Thanks!

                      Thanks Mate!

                      Here is an image of the SU model - I have cut a bit of the roof away so you can see how the capping goes under the tile.

                      Subdivision of the surface is not a must but what it means is without the surface subdivided you will need really high precision levels to get the best outcome which will greatly increase render times.

                      To example - when I started this test I didn't sub div the surface and had to apply a precision of 2500 to get hard edges to the tiles. If I selected the adaptive option (which generates the best quality the res of your map will permit) the redner ran for an hour but still didn't start due to the calcs still running! Once I did some very simple sub div with adaptive option selected it cranked up in about three minutes!

                      http://img142.imageshack.us/img142/5507/mytemplateph3.jpg

                      [BUILTBRAND.COM.AU](http://builtbrand.com.au/)

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                      • C Offline
                        chango70
                        last edited by

                        Where the ridges meet looks a bit weird? Can it be resolved using diplacement alone?

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                        • pbacotP Offline
                          pbacot
                          last edited by

                          I'd say the amount of detail is already more than enough and small discrepancies would be unnoticed unless you were doing a shot from the POV of someone actually standing on the roof. But I suppose an OCD tendency is what drives this sort of craftsmanship.

                          This stuff is incredible. Like rocket science to a newb like me.

                          Do you have to just guess what sort of shape the 2d image will make, rendering it over and over until you get what you want? How do you also add color and texture or is it all in the map?

                          MacOSX MojaveSketchUp Pro v19 Twilight v2 Thea v3 PowerCADD

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                          • RichardR Offline
                            Richard
                            last edited by

                            @chango70 said:

                            Where the ridges meet looks a bit weird? Can it be resolved using diplacement alone?

                            Yes mate at the moment it is weird!!!!! I've got to generate another map for there! I will try to do it actually on the same map as the capping map and use components for the capping tiles that only use one part of the map. otherwise it will be another material.

                            [BUILTBRAND.COM.AU](http://builtbrand.com.au/)

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                            • RichardR Offline
                              Richard
                              last edited by

                              @pbacot said:

                              I'd say the amount of detail is already more than enough and small discrepancies would be unnoticed unless you were doing a shot from the POV of someone actually standing on the roof. But I suppose an OCD tendency is what drives this sort of craftsmanship.

                              This stuff is incredible. Like rocket science to a newb like me.

                              Do you have to just guess what sort of shape the 2d image will make, rendering it over and over until you get what you want? How do you also add color and texture or is it all in the map?

                              Mate you are probably right about the OCD!!! πŸ˜„

                              It isn't the case of too much trial and error, although the capping was certainly a lot of that! For the second test the map took about 20minutes to hand craft. As what I wanted to achieve understood.

                              It is just the case that if you have a displacement map grading from 0 (full black) to 255 (full white) and set the displacement to 10cm (the white) you can actually make the height of any point relative as a percentage of the height = the percentage of the grey! Meaning in that case an area with a height of 5cm would be painted 127.5.

                              In the second test for example to gain the tile proflie I start in PS with three squares and using the gradient fill grey the first 50% to 100% top to bottom then the third square 0% to 50% top to bottom and the centre square diagonally from 0% to 100%. then just merge these and transform width to be half the ridge and half the valley of the profile, copy and flip to few times to fill the tile. Merge these and you have one tile then just copy to fill the map! Done!

                              The greyscale displacement map pushes the surface up and down the a colour map is used which drapes the tile colour onto this surface, I use the same map in that case as the bump map to add some fine texture to the tile finish!

                              [BUILTBRAND.COM.AU](http://builtbrand.com.au/)

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