SunGlare Posted January 5, 2007 Share Posted January 5, 2007 Hello, Anyone could help me with this material? The roof tiles presented below are generated by VrayMaterial;Displace , I wonder: can I force them to "grow" perpendicularly from surface? I know if would jump to modifier;VrayDisplacemet it would fix that. But I would really like to keep this im .mat file. It is such a time saver... when it work properly. Thank You. Link to comment Share on other sites More sharing options...
SunGlare Posted January 5, 2007 Author Share Posted January 5, 2007 And also it changes strenght of displace, if objects are not square proportions eq. long&narrow. Pic below shows two boxes one long n narrow 25x250, one square 25x25. same material with disp map, same UVW planar 30x30 mapping. Whats going on? Any clues how to control that over many, many different roofs? Link to comment Share on other sites More sharing options...
SunGlare Posted January 5, 2007 Author Share Posted January 5, 2007 Hey! Does anyone has nothing to say about it? It is a pity. I thought I can find some support here. Link to comment Share on other sites More sharing options...
Ricardo Eloy Posted January 5, 2007 Share Posted January 5, 2007 Tom, displacement is based on geometry (as you mentioned above). From my experience, using material displacement is not a good choice. Compared to the modifier, it lacks control. The best way to do what you want (displacement over different objects/roofs) is to use the modifier instead of the material. Link to comment Share on other sites More sharing options...
Christopher Nichols Posted January 5, 2007 Share Posted January 5, 2007 Displacement is based on Normal direction.... theoretically, if you bend the normal, it should displace long that new direction. Edit: Tested and true. Link to comment Share on other sites More sharing options...
SunGlare Posted January 6, 2007 Author Share Posted January 6, 2007 Thanks a Lot, I really appreciate it. I'm sorry that I've broke forum rules by posting this post on general discussion. Correct me if I'm wrong: A. If there are only 2 faces on the polygon, there would be 2 normals per polygon. True? B. If so why the displacement bends ant the cornes like vraydispmod, when models provided above have only two faces per polygon = 2 normals. Is it Interpolated? C. Chistopher, how did You tested, did You maped normals, or edit them manually per face, to proove it? I wold like to know. Thank You. D. And finally why displacement in the second image jumps up so much, feel like it compensating the overall perimeter of the object/face. Any statements about this issue? The raeson I want to stay with material, it's because its easier to apply to the models I will work with(cone shape tower roof). Thank You for Your response. A lot. Link to comment Share on other sites More sharing options...
Christopher Nichols Posted January 6, 2007 Share Posted January 6, 2007 I used an edit normal modifier. I rotated the vertex normals, not the face normals. Link to comment Share on other sites More sharing options...
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