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w.i.p displacement problem


Dave Oliver
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i have made all my walls from an editable poly...

 

when i render with displacement, it seems that the edges where the triangulation in the mesh would be develop a slight jog in them.

 

it renders fine without displacement. all my vertices are orthogonal, there is no change in the face of the wall that might typically cause this.

 

any suggestions?

 

render:

http://www.midwestrender.com/cgarch/howse1.jpg

 

edges:

http://www.midwestrender.com/cgarch/wire.jpg

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could have some unwelded verts? Typically you should try and have your faces at 4 or 3 sides. Any more and problems can arise.

 

Maybe try posting your scene. Its a bit hard to see anything obvious from here...aside from poly with heaps of sides...

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yeah, i know what the rules are supposed to be for poly modeling, but with irregular walls and multiple openings, i dont know how you would keep the modeling that clean.

 

without displacement the mesh works but the brick looks very flat. if there was a way to make it look good with just the texture, i would definitely do that instead.

 

i saw somebody use nurbs to model walls, and if i could use it to work quickly without having to be extremely careful about the number of edges i have, it could be worth redoing. but im hoping to find some magic solution that will fix this.

 

file:

http://www.midwestrender.com/cgarch/model_25.zip

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Well i cant get that artifacting to occur when i render it out. Some things i didnt notice that you need to address are that your displacement on the brick texture has a displacement amount of 100 and a bump amount of 500. This is a bit over the top. I usually only need about 1 to 10 or sometimes even less.

 

Also when you load in a bump map for bump or displacement, try reducuing the blur amount to around .1 If you go lower, the map wont work in some situations.

 

Have a play around with a different set of textures. I dont think your brick bump map is very good.

 

I also think that at the detail you need for a brick texture in terms of displacement, your render times will be huge... I think perhaps bump mapping will be a better option, but thats up to you ofcourse.

 

 

To get a nice displacement map you're going to have to play around with the displacement settings in the render dialogue. You're going to have to set them quite high. I would try and avoid this much displacement if possible...

 

 

Either way i couldnt re-create your problem, but you need to have a better look at your fundamental displacement settings. 100 is insane and there is obviously something wrong.

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oh, i thought displacement amount was controlled through the vraydisplacemod settings. so i didnt think it mattered what it was set at in the texture.

 

yeah, sometimes the texture is so small i have to really exaggerate the bump to make any noticeable impact.

 

so it didnt have any problem for you at all?

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any time I'm getting problems with displacement two things I try are applying a smooth modifier leaving "auto smooth" off to make sure the smoothing is removed from all faces, and if that doesn't work I try a subdivision modifier to make sure the object is resubdivided properly.

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Seems like your displacements are working against each other. You have them both in your materials and vray disp in the wall modifier. I think a problem may also be in your stone uvw map. you may want to detach the stone and apply the mapping seperate from the brick. It looks like you may have an error in your wall on the far left, the roof doesnt align. Did you by chance move some verts? the trim doesn't aling with the wall either. That could cause your map error. Hope this helps, great looking house...

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thanks brian, that pretty much worked. i should still clean up the modeling but at least i know i can force max to make it work if i have to.

 

rod- since i use the get mapping from material, so they match up, im pretty sure you have to have the displacement map in the material slot. i was in the process of updating the model to fit a revised floorplan, thats why the walls are off. using the edit mesh for separate textures has worked pretty well, when you have surfaces floating around everywhere it gets pretty messy.

 

not exactly my style of house, but im not paying for it am i ;p

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whats your mesh look like?

 

is it a single big face for the bits with the problem?

try putting some cuts in it and subdividiing it up a little

vray displacemnt doesnt work well with single weird shaped faces.

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