Only certain parts of material is render, please help!
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What's the question? Displacements not working?
If so: geometry that you want displaced needs to be grouped so it is not connected in any way with any geometry with any other material. (that includes edge and backside materials.) -
It is not correct to use a realistic image of a stone or brick wall to create bump maps or displacement maps, but many people do it just to get a different look.
Check out this page on the SketchUp Sage site: Bump Maps
True Bump Maps
Sample of "true" bump map rendered to create a stone effect:
This is the "bump map image" used to create this effect:
Bump Map from color image
Here are two images. The second uses the first image as an "not technically correct" bump map:
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@thomthom said:
What's the question? Displacements not working?
If so: geometry that you want displaced needs to be grouped so it is not connected in any way with any geometry with any other material. (that includes edge and backside materials.)thanks for the reply! Sorry but I still do not understand how it suppose to be done. Is it means that I should isolate the group of object that are using the bricks texture from the rest of the materials? sorry, I am still pretty new to this software and hopefully you would pardon my ignorance in using certain feature of this software.
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@al hart said:
It is not correct to use a realistic image of a stone or brick wall to create bump maps or displacement maps, but many people do it just to get a different look.
Check out this page on the SketchUp Sage site: Bump Maps
True Bump Maps
Sample of "true" bump map rendered to create a stone effect:
This is the "bump map image" used to create this effect:
Bump Map from color image
Here are two images. The second uses the first image as an "not technically correct" bump map:
thank you for the thorough explanation on the bump map. That's a very detailed explanation. For my current render, I am re-using the original images of the textures but convert them to black and white in PS5. Then, I increase the contrast between the dark and white to create greater depth, in hope that the bump map would produce a more apparent bump.
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You control the strength of the bump by adjusting the Multiplier value to for the bump texture.
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@thomthom said:
You control the strength of the bump by adjusting the Multiplier value to for the bump texture.
Thanks, i try to regroup the texture of the bricks from sketctup, re-create the new material; bricks. However, the bump and displacement are still not working. Sorry but wonder if you could spend some time to explain about the group thing so that I may able to render the texture accordngly? perhaps a link that could explain my situation would be nice as well.
Anyway, really appreciate the time that you are spending to reply me.
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Sounds like there are multiple issues here.
Bump mapping does not require you to isolate the materials.
Only for displacements do you need to make sure the geometry is not connected to any other materials.
Could you provide a simple example model of what you try to do?
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@thomthom said:
Sounds like there are multiple issues here.
Bump mapping does not require you to isolate the materials.
Only for displacements do you need to make sure the geometry is not connected to any other materials.
Could you provide a simple example model of what you try to do?
Sorry, I must have typed wrongly. Earlier you suggest that I isolate the materials or something along the line because apparently my displacement setup is not right, but I wasn't too sure how to do it. So, i thought probably I could just separate the brickworks material (it consists of several blocks of the same material) and paint them again with a newly created paint of the brickworks. However, it still doesn't work. Anyway, I would show an image to explain the bits where the material is consist of several blocks of the same material. notice how one face of the brickworks are selected and the other small bit (lower right) is not - what I am trying to say is that the wall has a few sections where they need to be of the same texture.
Anyway, both bits of bump and displacement doesn't seem to be working despite that the preview in the material editor show otherwise. Anyway, what do you mean by a simpler model? probably uploading my model for testing would be better? however, my model is quite ridiculously big; 40mb. Let me know if you need it. Anyway, so sorry for causing all these ruckus but I have been stuck for one week doing the render but is still achieving very little success, but I really appreciate whatever that you could advise me to solve my render problem. Maybe the setting that I did or the way I applied the texture is not in the proper manner. Anyway, looking forward to hear from you again!
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The preview in the material window is a very small model - so when you see strong effects there, there will be little effect on a big architectural model.
@kken said:
Anyway, I would show an image to explain the bits where the material is consist of several blocks of the same material. notice how one face of the brickworks are selected and the other small bit (lower right) is not - what I am trying to say is that the wall has a few sections where they need to be of the same texture.
That is ok - you have have several connected faces grouped - as long as they do not connect to anything with a different material.
@kken said:
Anyway, what do you mean by a simpler model? probably uploading my model for testing would be better? however, my model is quite ridiculously big; 40mb.
That's why I'd be good with a small model - so it's not so large to download. And it avoids the distraction of everything else.
Do you purge your models? If you do not purge you will end up with lots of unused data in the .skp file. You can purge from Window > Model Info > Statistics > Purge Unused.Can you copy just parts of your model to a new file, with some of your walls - and include the bump map and displacement map you use?
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@thomthom said:
The preview in the material window is a very small model - so when you see strong effects there, there will be little effect on a big architectural model.
@kken said:
Anyway, I would show an image to explain the bits where the material is consist of several blocks of the same material. notice how one face of the brickworks are selected and the other small bit (lower right) is not - what I am trying to say is that the wall has a few sections where they need to be of the same texture.
That is ok - you have have several connected faces grouped - as long as they do not connect to anything with a different material.
@kken said:
Anyway, what do you mean by a simpler model? probably uploading my model for testing would be better? however, my model is quite ridiculously big; 40mb.
That's why I'd be good with a small model - so it's not so large to download. And it avoids the distraction of everything else.
Do you purge your models? If you do not purge you will end up with lots of unused data in the .skp file. You can purge from Window > Model Info > Statistics > Purge Unused.Can you copy just parts of your model to a new file, with some of your walls - and include the bump map and displacement map you use?
okay, thanks a lot! here is the link to the model, looking forward to hear what you could advise! thanks ya!
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That link is not working.
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That is just a link for yourself.
Refer to these page on how to share Dropbox files:
https://www.dropbox.com/help/16
https://www.dropbox.com/help/167 -
@thomthom said:
That is just a link for yourself.
Refer to these page on how to share Dropbox files:
https://www.dropbox.com/help/16
https://www.dropbox.com/help/167sorry, here is the link to the sketchup file:
http://dl.dropbox.com/u/4088775/Vray/testing%20model.skphere are the brick texture and its bit map
http://dl.dropbox.com/u/4088775/Vray/brick002%20-%20Bump%20Map.jpg
http://dl.dropbox.com/u/4088775/Vray/brick002.jpgthanks once again!
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@thomthom said:
That is just a link for yourself.
Refer to these page on how to share Dropbox files:
https://www.dropbox.com/help/16
https://www.dropbox.com/help/167hello just to check if links are working.. let me know, thanks!
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