sketchucation logo sketchucation
    • Login
    โ„น๏ธ Licensed Extensions | FredoBatch, ElevationProfile, FredoSketch, LayOps, MatSim and Pic2Shape will require license from Sept 1st More Info

    Simple scene

    Scheduled Pinned Locked Moved Gallery
    25 Posts 9 Posters 2.5k Views 9 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • Rich O BrienR Offline
      Rich O Brien Moderator
      last edited by

      Hi Majid,

      Thanks for the info.

      For the divided wall, what dictates the means of subdivision? For example, why did you choose to have it 20x20 rectangles? Then why was the value 6?

      This is where is struggle to understand displacement.

      Download the free D'oh Book for SketchUp ๐Ÿ“–

      1 Reply Last reply Reply Quote 0
      • michaliszissiouM Offline
        michaliszissiou
        last edited by

        Very nice Majid, impressive scene.
        Square subdivisions work better. Here we have a wall and its easy. Now try a arc opening in the middle or even a rectangular opening without the use of guides - lines. Test disp on a cylinder, you have to subdivide it first like the wall, loops so to have as square as possible faces. See what will happen with subdivisions then. Just curious. This is the problem with displacements. This is why the industry prefers normal mapping. Not as good but really faster and topologically independent. For this case here, probably the same result. Thea supports it.

        1 Reply Last reply Reply Quote 0
        • N Offline
          notareal
          last edited by

          If normal maps is created properly, it do give really really conniving results and fast (comparing to displacement). If one cannot see the silhouette of the model, I think then displacement might not give any additional benefit when comparing the cost with render time. Best results I seen are with displacement + normal mapping (no micro bump).

          If you want to resume rendering, you need both, scene and image file. Load scene first and then *.img.thea and resume from Render>Resume.

          Welcome to try [Thea Render](http://www.thearender.com/), Thea support | [kerkythea.net](http://www.kerkythea.net/) -team member

          1 Reply Last reply Reply Quote 0
          • michaliszissiouM Offline
            michaliszissiou
            last edited by

            +1 notareal
            But how to construct normal maps? Except of using sculpting tools like blender, 3dcoat or zbrush or Mb. A known plug of gimp bakes normals from image but I believe that these work as bumps, haven't seen any difference.
            Let me show you what could happen after 3 subs in geometry.
            Except if there was a way to use loops in SU modeling, but this is a wish. I know that there are subdivision plugins but this doesn't belong to SU UI exactly.


            testSUBS.jpg

            1 Reply Last reply Reply Quote 0
            • N Offline
              notareal
              last edited by

              Obvious way is to create normal map from a high poly model with blender or some other suitable tool, but that's not the only way. Other ways are with photography or 3d scanning.
              Also there are programs that can calculate 3d space based on few photos and then generate normal map.
              http://zarria.net/nrmphoto/nrmphoto.html

              Welcome to try [Thea Render](http://www.thearender.com/), Thea support | [kerkythea.net](http://www.kerkythea.net/) -team member

              1 Reply Last reply Reply Quote 0
              • majidM Offline
                majid
                last edited by

                thanks Notareal , verry informative

                My inspiring A, B, Sketches book: https://sketchucation.com/shop/books/intermediate/2612-alphabet-inspired-sketches--inspiring-drills-for-architects--3d-artists-and-designers-

                1 Reply Last reply Reply Quote 0
                • H Offline
                  harnstein
                  last edited by

                  @notareal said:

                  Obvious way is to create normal map from a high poly model with blender or some other suitable tool, but that's not the only way. Other ways are with photography or 3d scanning.
                  Also there are programs that can calculate 3d space based on few photos and then generate normal map.
                  http://zarria.net/nrmphoto/nrmphoto.html

                  Thanks for that information- i never cared much for normal maps (as far as searching for textures on the web and creating bump maps for them worked quite well)..

                  OT: now i ran into difficulties wanting to have a stacked stone wall with several stones coming out. So i 'm giving it a try to make displacement maps for that.. :OT

                  Its possible building up some high-poly model (which would take ages to render eg. rocks) light them from 4 sides and export the result. Add them in PS and generate a normal map. Use diffuse lit rendering of the high-poly model as texture on flat surface and add the generated normal map.

                  Maybe not the same high quality result but timesaving. Correct?

                  still sketchin'

                  1 Reply Last reply Reply Quote 0
                  • N Offline
                    notareal
                    last edited by

                    If you have high poly model you simply can bake a normal map from it with blender or some other program and use that normal map for a low poly model. No need for lighting tricks.

                    Welcome to try [Thea Render](http://www.thearender.com/), Thea support | [kerkythea.net](http://www.kerkythea.net/) -team member

                    1 Reply Last reply Reply Quote 0
                    • michaliszissiouM Offline
                      michaliszissiou
                      last edited by

                      @unknownuser said:

                      If you have high poly model you simply can bake a normal map from it with blender or some other program and use that normal map for a low poly model. No need for lighting tricks.

                      UVs first of course. Try to have less seams-islands as possible though, they tend to be visible on normal maps.
                      To light and bake textures is a great dirty trick though, useful for less capable rendering engines than Thea. In this case prefer AO lighting only, no other lights.
                      I posted here some rocks baked this way, sometime ago. http://forums.sketchucation.com/viewtopic.php?f=81&t=31246&start=15
                      You can download the low poly rock and play with it. I also posted low def versions of bumps and normal maps, try to play with them. A 2048x2048 texture map works much better though.

                      1 Reply Last reply Reply Quote 0
                      • Bryan KB Offline
                        Bryan K
                        last edited by

                        Wow. I really like the last image.

                        See my portfolio at https://delphiscousin.blogspot.com/

                        1 Reply Last reply Reply Quote 0
                        • majidM Offline
                          majid
                          last edited by

                          thanx mates , for sharing. here is another gray scale using Thea CRF option.


                          5.jpg

                          My inspiring A, B, Sketches book: https://sketchucation.com/shop/books/intermediate/2612-alphabet-inspired-sketches--inspiring-drills-for-architects--3d-artists-and-designers-

                          1 Reply Last reply Reply Quote 0
                          • michaliszissiouM Offline
                            michaliszissiou
                            last edited by

                            Wow nice one majid. ๐Ÿ‘

                            1 Reply Last reply Reply Quote 0
                            • Bryan KB Offline
                              Bryan K
                              last edited by

                              Wow.

                              Tri-X Pan. ๐Ÿ˜ฎ

                              See my portfolio at https://delphiscousin.blogspot.com/

                              1 Reply Last reply Reply Quote 0
                              • H Offline
                                harnstein
                                last edited by

                                Thanks michaliszissiou and noareal- good information, i was wondering what people meant when they talked about baked.. ๐Ÿ˜‰

                                Majid, great renders!

                                still sketchin'

                                1 Reply Last reply Reply Quote 0
                                • 1
                                • 2
                                • 2 / 2
                                • First post
                                  Last post
                                Buy SketchPlus
                                Buy SUbD
                                Buy WrapR
                                Buy eBook
                                Buy Modelur
                                Buy Vertex Tools
                                Buy SketchCuisine
                                Buy FormFonts

                                Advertisement