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    Ugly displacement on curved surface.

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    • panixiaP Offline
      panixia
      last edited by

      1 your mesh is very messy, i think you should try to keep your modeling a bit cleaner maybe..

      2 why the hell you model in mm with a precision of 0,0mm and then put 0.005 in the repeat of your displacement map??? and why model a 20x25cm sea wawe? try to use more realistic and consistent units, so your displace will behave in a more predictable way..

      3 next time try to attach the packed vismat, or at least the diffuse/displace/bump/whatever maps πŸ˜‰

      4 when you displace, i would suggest to force your default group material to be the same as the displaced material, this will prevent the grey patches (or whatever your "global" default material is) when the mesh is not 100% continuously mapped

      5 i did't changed the subdivision, but i think this is waaaaay overmodeled.. why do you need ALL that subdivisions in the mesh?

      anyway i fixed it in some way.. just copied your curves, welded them, scaled them 4x, skinned them with curviloft, checked "make quads", added your original subdvisions to the mesh using quadfacetools-> connect edges, played a bit with trupaint and a decent vismat sea i made wich is attached too..
      all simple and clean.. also i uncheked "view dependent" cause i like the displacement to be the same at any viewing distance..

      oh and in addition, tried to render your model adding a simple random displacement map and it took forever to render in the ugly dicontinuous way, using merely 60% of CPU on i7, now it renders fast as the hell..

      hope it will help


      samplewawe fixed.rar

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      • thomthomT Offline
        thomthom
        last edited by

        @panixia said:

        0.005 in the repeat of your displacement map

        V-Ray for SketchUp always use SketchUp's internal units - inches. So it's impossible to use consistent units between SketchUp and VfSU.

        Thomas Thomassen β€” SketchUp Monkey & Coding addict
        List of my plugins and link to the CookieWare fund

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        • panixiaP Offline
          panixia
          last edited by

          can you elaborate the concept?
          are you saying if i use 1cmx1cm texture it will render 2,45cmx2,45cm or something like this?? i hadn't noticed it maybe..
          anyway i found the wole modeling/scaling/txture repeating thing a lot messy in that model..

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          • thomthomT Offline
            thomthom
            last edited by

            @panixia said:

            can you elaborate the concept?
            are you saying if i use 1cmx1cm texture it will render 2,45cmx2,45cm or something like this?? i hadn't noticed it maybe..
            anyway i found the wole modeling/scaling/txture repeating thing a lot messy in that model..

            If you do not have a texture in your SketchUp material and add any kind of map in V-Ray that require UV coordinates it will always be relative to 1"x1". And displacements are always in inches.
            For more info on displacement see the sticky thread in this forum section: http://forums.sketchucation.com/viewtopic.php?f=322&t=28593

            Thomas Thomassen β€” SketchUp Monkey & Coding addict
            List of my plugins and link to the CookieWare fund

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            • panixiaP Offline
              panixia
              last edited by

              ah ok, useful tip, anyway its' original model had material tiled very large (0,005 repeat, as already stated) mapped on a mesh with very small subdivisions 5mmx5mm nonquad-quad faces, i'm not sure but i think the problem could be related to the fact that the single facets are to small for the displacement to properly work.. am i wrong?
              or maybe the strange behaviour of his mesh can related to the not so clean mesh buiding.. don't know how he build the surface, but i found sort of overlappin edges and so on.. i also tried to turn it quadface whit your brilliant tool, to be sure the mapping was uniform, but it didn't work, it follows diagonals here and there, even if apparently the mesh is, how can i say, a full square-cell grid, with no poles/odd topology.. didn't untderstand why it reacts in strange way..
              as a general statement i noticed that the cleaner the mesh, the smooter the displacement will work..

              ps. any idea of further developments on quadface tools? loved it! thanks again.. [PLUGINREQUESTMODE/ON]Never planned to do a sort of catmull-clark plug based on quadfaces? That would be ultra-powerful indeed[PLUGINREQUESTMODE/OFF] πŸ˜›

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              • thomthomT Offline
                thomthom
                last edited by

                @panixia said:

                ps. any idea of further developments on quadface tools? loved it! thanks again..

                First I'll complete Vertex Tools 1.1 and release BezierSurface.

                @panixia said:

                [PLUGINREQUESTMODE/ON]Never planned to do a sort of catmull-clark plug based on quadfaces? That would be ultra-powerful indeed[PLUGINREQUESTMODE/OFF] πŸ˜›

                I'm afraid I'm not familiar with doing such. Would be reall cool - but I'd need to learn how to. Any good sources with readable sample code would help. I'm not too good in reading formulas with greek letters.

                Thomas Thomassen β€” SketchUp Monkey & Coding addict
                List of my plugins and link to the CookieWare fund

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                • panixiaP Offline
                  panixia
                  last edited by

                  something like this, maybe?

                  http://rosettacode.org/wiki/Catmull%E2%80%93Clark_subdivision_surface

                  http://www.rorydriscoll.com/2008/08/01/catmull-clark-subdivision-the-basics/

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                  • panixiaP Offline
                    panixia
                    last edited by

                    maybe this http://www.holmes3d.net/graphics/subdivision/ could help a bit, even if very basic and contains some greek letters πŸ˜„ i found it some times ago.. it made me suspect that the original catmull-clark algorithm is intended to work on a quad cage, while the loop subdivision triangulates it all.. i think the loop subdivs is the one behind the existing subdivision SU plug-ins (both free and commercial) it seems that a "quadrified" catmull-clark would be nicer and cleaner.. anyway.. i will search further, maybe if i fiund something nicer, we can open an "official" dedicated thread for this request.. i know is not easy, but i know it isn't impossible for you, man.. you have the technology! πŸ‘Ώ

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                    • K Offline
                      krschncrlo
                      last edited by

                      mine too! what do i need to do to fix stuffs like this?

                      i add displacement to the yellow pillow and and the result is segmented


                      look at the yellow pillow

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                      • panixiaP Offline
                        panixia
                        last edited by

                        did you try to check "keep continuity"?

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