[Example] V-Ray Displacement
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@thomthom said:
@kalu said:
Hi:
I am in trouble to make this works, I try to make a siding for a project and I can't make the displacement work, any way that someone attach all the modifications that I need also the correct settings, I use the latest Vray just purchased and I have no good feedback from Asgvis, still waiting for the forum and i have a deadline, any help please will be really appreciated...
Kalu!
- First rule of displacement in VfSU. Isolate the geometry with the material you want to displace. In your example that means selecting the wall faces and grouping them.
- You had set the displacement mapping type to UVWGenObject - but in 99.9% of the cases you want to leave it to UVWGenChannel which means it uses the SU UV mapping.
Hi thomas, can you be a little more specific with the settings I am new in the VRAY world and I spend 8-10 hours a day learning and if you can be more step by step I am very happy...I will try the changes for now but I hope you can explain a little mroe in detail. Again, thank you so much for your time...
Kalu!
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Thanks Thomthom for the excellent advice. Very helpful!
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Do Bumpmaps in vfsu take up just as much memory
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Josh,
No. Bump maps are processed as normal light bounce calculations. While displacement creates additional geometry. This additional geometry is loaded and unloaded from memory during rendering. Depending on the intensity of the remaining calculations, sometimes the displacement will over tax your ram. The larger the displaced faced, the more is loaded into memory before it is unloaded. By subdividing, Vray can load and unload smaller amounts into memory, saving the overall memory consumption.
To test, open your task manager and view the ram usage during rendering, using first bump, and then displacement.
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@thomthom said:
[attachment=0:2mhtdcot]<!-- ia0 -->grass01.png<!-- ia0 -->[/attachment:2mhtdcot]
Here's a quick test.
I am not a fan of displaced grass.
- It does not look real - looks like spikes. Especially when the displacement is overdone. If reduced it's usually so subtle that displacement is not needed.
- You need to the UV coordinates 100% right to avoid gaps when displacing irregular geometry this this sample.
- It slow!
- It chews up memory like a cookie monster at the cookie factory. Bad thing for VfSU that is locked inside SU's 32bit system.
- Adding grass in post is quicker, more reliable and yields better results.
how do you add the correct shadows, to post processed grass?
how do you make the post processed grass looks real (3d) when in contact with other surfaces. I mean... post processed grass looks FLAT...
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Use a layer blend mode so you mix the shades of the underlaying layer. Or render out the image in mulitple passes which you can overlay.
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Hi guys,
Sorry for disturbing: I don't know nothing about Vray..But I find Displacement incredibly amazing.
simon
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Thanks Thomthom! Very helpful!
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Very frustrated.
I'm trying to learn a bit of Vray before my demo expires, then I'm back to modo until some more $$ comes in.I can't seem to get displacement to work. Is there a global switch somewhere that I'm overlooking? I've downloaded all of the files in this thread, opened them without changing any settings and I get nothing.
Any ideas of what I'm doing wrong or what I'm not doing?
Thanks
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@arail1 said:
Very frustrated.
I'm trying to learn a bit of Vray before my demo expires, then I'm back to modo until some more $$ comes in.I can't seem to get displacement to work. Is there a global switch somewhere that I'm overlooking? I've downloaded all of the files in this thread, opened them without changing any settings and I get nothing.
Any ideas of what I'm doing wrong or what I'm not doing?
Thanks
hello arail1, i dont know if this works for you, recently I play vray displacement on grass. And accidentaly found out this settings for grass displacement. I used vray 1.49.01 demo, and heres my settings.
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I use the grass textured (attachment no.1) in the difuse layer and the displacement attachment no.2
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Then in my material editor, at Maps, load the displacement file (attachment no.2) then adjust the U & V equal to 2.0, then check the invert box as shown in picture 7,
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After that, I adjust the displacement multiplier to 5 and the edge length to 3.0 as shown in pictures also. (picture 4)
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Then in the V-RAY OPTION. go to Displacement menu then adjust the amount to 2.0 and edge length to 5.0. (see picture 5)
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finally hit render botton.
I attached also the output of that settings (picture 6), and some other output, i just change the amount of displacement and edge length.
Thats it, hopefully this will help you.
Cheers!Krisnel
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Thanks 3deviator -
I dragged some displacement maps I use in modo into my SketchUp scene and now I have displacement. I assumed downloading some of the files from this thread and hitting Render without doing anything else would work but for some reason it doesn't, not sure why. But whatever, I seem to have overcome the problem.
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Make sure you group the faces with the displaced materials.
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hi thomthom,
I want to ask the basic pattern of displacement map,
is it extrude the black colour and nothing in white?what about if i use a coloured jpg image as displace maps
eq, using the same jpeg image in diffuse and displacement maps
is it displaced?i already try bump maps , make more realistic in texturing, but not more realistic if i render the corner of a room with applied 30x30 tiles on it (look realistic on the texture but not at the edge/ corner at the tile)
maybe, can u share step by step the setting of doing this rendering corner of a room with 30x30 tile? thx
SU 8+vray 1.49.01
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I remember reading something about a 'trick' to get displacement to calc faster on a final rendering. Does anyone remember the process. It had something to do with running the rendering with displacement off and then saving the IR and LC maps and then re-running the rendering? It was supposed to increase render times dramatically.
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That's pretty much it. If you only have a few materials with displacement, you can turn of the disp. map for those materials and run a render at 1/2 the final resolution (height and width), then saving the LC and IR maps. Then change your settings to render LC and IR map from file, change resolution back to full res, and turn back on the disp. maps. The rendering should then start right into the final render pass. One warning though, there's a bug in the current version where the saved maps don't load correctly. I don't recall the workaround now, but it was discussed in the asgvis (now chaosgroup) forum. I'll post some info if I can dig it up. I think it had to do whether autosave image was turned on or not. (It needs to be turned on and a file path selected.)
Andy
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Displacement mapping made with 1.49 vfsu. Texture taken
from http://luzindirecta.luxisessentia.com/
HDRI sky hyperfocal
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Did we ever figure out the workaround for the 1/2 res LC IR saving in 1.49.01?
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The scene that ThomThom has been good enough to supply has a link to the displacement on a local machine.
If you save this map to your pc and then link to it, the scene should render fine.
Hope this helps
Matthew
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I might have been clear. I apologize for that. What I am referring to is the workaround that lets you rendering at 1/2 res with displace off and then you load your IR Map and LC Maps and render at full res. Andy mentions that he thinks there is a bug in the latest version that will not let you load the IR and LC maps properly. That's my issue right now.
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@valerostudio: I had a thread about this on the Chaosgroup forum. There is a trick that's worked most of the time - has to do with autosave. As long as you have a file name selected in the IRmap autosave slot, the saved maps seem to work.
bug and solution for indirect illumination autosave bug
(registration required)
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