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    First displacement test

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    • S Offline
      skyscraper100
      last edited by

      Great! Sir, where can i get displacement maps? and BTW what software?
      is it possible in kerkythea?


      The way you think Creates reality for yourself.

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      • pilouP Offline
        pilou
        last edited by

        Use displacement

        @unknownuser said:

        is it possible in kerkythea?

        I believe not for the moment ๐Ÿ˜‰
        Blender without problem โ˜€

        Make a Displacement Map any prog 2D can do: it's a grey level image ๐Ÿ˜„

        Frenchy Pilou
        Is beautiful that please without concept!
        My Little site :)

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        • RichardR Offline
          Richard
          last edited by

          As Frenchy points out the map is a simply devised greyscale map!

          I made the maps in PhotoShop applied to very simple SU geometry and exported to maxwell.

          http://img150.imageshack.us/img150/2400/mapfx0.jpg

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

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          • D Offline
            dylan
            last edited by

            Nice work Richard, it makes for a really good detailed roof.

            http://dmdarchitecture.co.uk/

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            • K Offline
              kwistenbiebel
              last edited by

              Hi Richard,

              That looks very realistic to me.
              I love the way you 'handcrafted' the displacement map in Photoshop. ๐Ÿ‘

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              • EarthMoverE Offline
                EarthMover
                last edited by

                Great work mate! I am very impressed with Maxwells use of displacement. I am going to try and recreate with Vray, but I doubt it will come close.

                3D Artist at Clearstory 3D Imaging
                Guide Tool at Winning With Sketchup
                Content Creator at Skapeup

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                • A Offline
                  AndriyG81
                  last edited by

                  i got inspired and did a vray tests, looks great.
                  Thank you for your inspiration, great work

                  http://andriyg.com

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                  • soloS Offline
                    solo
                    last edited by

                    Richard.

                    Very impressive control over a displacement map indeed, however how practical is such a workflow?

                    Would it not have been faster to just build the 3d mesh instead? how about render times? would this method not increase the render as opposed to a straight texture on a 3d created tiled roof?

                    http://www.solos-art.com

                    If you see a toilet in your dreams do not use it.

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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! ๐Ÿ˜‰
                                    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! ๐Ÿ˜‰
                                      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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