Ugly displacement on curved surface.
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Hello there. Very new to the world of displcement mapping in vray with sketchup. I am trying to build an ocean scene that has a wave breaking, there are many curved surfaces as you can imagine, the problem I'm finding when doing test renders is that the image becomes very segmented.
Where am I going wrong here? Thank you
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Maybe you've accidentally un-checked the option 'Keep Continuity' in your displacement options?
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It seems to be checked.
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Can you post sample model?
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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
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
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@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.
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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.. -
@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 -
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]
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@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]
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.
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maybe this http://www.holmes3d.net/graphics/subdivision/ could help a bit, even if very basic and contains some greek letters 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!
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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
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did you try to check "keep continuity"?
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