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asking for a tip on spanish tile roof


mervin_lim23
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hello, i just want to ask on how to do a spanish roof tile? what would be the best approach?

 

a. asign a map on the geometry (roof) and put a displacement value?

b. model each tile and asign a tile map?

 

what do you suggest guys? i just wonder how professional do it and they make so realistic. :rolleyes: i hope you could help me guys

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That's pretty funny - I was talking to someone a few hours ago about them.

 

My Max file is in the ZIP file.

 

To me, a displacement map is okay if the roof won't be viewed too closely.

But if you put a modelled roof next to a displaced roof, I think the modelled roof will win every time.

Edited by SandmanNinja
brain fart
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That's pretty funny - I was talking to someone a few hours ago about them.

 

My Max file is in the ZIP file.

 

To me, a displacement map is okay if the roof won't be viewed too closely.

But if you put a modelled roof next to a displaced roof, I think the displaced roof will win every time.

 

Hey Sandman..

 

Did you mean the modeled roof wins everytime..? You seem to talk down the displaced roof, then say its better than a modeled roof..

 

How would you displace a map to look like spanish tiles.? Would be interested to see the map file and the method.

 

Cheers

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Not talking it down.

 

Ying/Yang - great rules to apply to real life situations.

 

I find using a displacement map to simulate things (like roof tiles) can cause the render times to slow down as it has to physically alter the geometry (unlike bump, which just makes it look like it's altering the geometry). So, it's very quick to chuck a displacement map on a surface but if you tweak the scene, it can take a while to render.

 

If you take the time to model the roof tiles, there's more 'up front' cost but I think the render update time is lower (yes, I realise there are more polys now).

 

If you're doing a scene with the camera perched on the top of a roof looking down at the pool, I think a displacement map would not look good. I find the closer you get, the more AA the edges look. So, to compensate you crank the render settings up. So, is it really a time saver? Okay, you have a garage full of i7-950's, so render time isn't an issue for you. ;)

 

I'd venture to suggest a rule of thumb:

If you have time, model the tiles - otherwise, chuck a displacement map on there.

 

And I can only imagine the displacement map for some Spanish Tiles would be a pretty pattern of grays shifting in an undullating pattern...

 

edit: sigh - typo in the last part of original post. fixed it now

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