aric Posted June 24, 2003 Share Posted June 24, 2003 How can i add displacement to a wall with out it having break my geometry apart. Or is this even posible? http://www.cgarchitect.com/forum/filepush.asp?file=2_8.jpg Link to comment Share on other sites More sharing options...
Ras Posted June 24, 2003 Share Posted June 24, 2003 Hi Aric Good post - I´m having the same difficulties myself. The Vray displacement modifier is great(no... it´s fantastic!) - but how to get around the corners with it?!? Please post your solution when you find it. Is there any chance that you could post the whole scene that you used to do the picture and a description of you workmethod? I am very interested in seing the map you used in the Vraydisplacement modifier. Thanks Ras Link to comment Share on other sites More sharing options...
Christopher Nichols Posted June 24, 2003 Share Posted June 24, 2003 The issue is that you have a normal pointing in one direction and a normal pointing in an other, and they are not connected by a smoothing group. I suggest you try to bevel the corner by adding two to three faces, and make sure that the smoothing group goes across (no sharp edged). Then the displacement should work across the surface... at least that is the way to think about it in Renderman and mental ray. Link to comment Share on other sites More sharing options...
Chad Warner Posted June 24, 2003 Share Posted June 24, 2003 Found this from a tutorial somewhere else, but the trick is to apply a meshSmooth modifier to the object, with the default settings, and then use the Vray displacement. -Chad Link to comment Share on other sites More sharing options...
kid Posted June 25, 2003 Share Posted June 25, 2003 Originally posted by Chad Warner: Found this from a tutorial somewhere else, but the trick is to apply a meshSmooth modifier to the object, with the default settings, and then use the Vray displacement. -Chad yeah, that basically does what Christopher said. All the default normal smoothing of the object goes out the window when the Meshsmooth modifer is applied to it. Link to comment Share on other sites More sharing options...
aric Posted June 25, 2003 Author Share Posted June 25, 2003 Thanks for the info! U guys are better than porn . Applied a meshsmooth and everything worked out. http://www.cgarchitect.com/forum/filepush.asp?file=3_5.jpg Ras as far as posting the file, i dont know how i can post it here, but i can email u the file and textures if u like. i think u can easily disect the process from looking at the file. but if u prefer i can still explain what i did. its rather elementary my dear watson... Link to comment Share on other sites More sharing options...
Christopher Nichols Posted June 25, 2003 Share Posted June 25, 2003 Originally posted by kid: yeah, that basically does what Christopher said. All the default normal smoothing of the object goes out the window when the Meshsmooth modifer is applied to it. [/QB]Yeah my response explained why displacment got messed up and how it is related to normals and smoothing, and chads gave a one button solution. I'm more of a "why then how"... most people just want the "how"... "why" confuses people sometimes. Link to comment Share on other sites More sharing options...
yog Posted June 27, 2003 Share Posted June 27, 2003 The odd thing is that the meshsmooth option works even if you set the iterations to "0", which visibly doesn't give any new faces. Link to comment Share on other sites More sharing options...
kid Posted June 27, 2003 Share Posted June 27, 2003 that's because it only needs to affect normal smoothing for VRay displacement to work properly, it doesn't need to subdivide the mesh. Link to comment Share on other sites More sharing options...
Chad Warner Posted June 27, 2003 Share Posted June 27, 2003 I'm more of a "why then how"... most people just want the "how"... "why" confuses people sometimes. I have to admit, your "why" answer confused me...but it makes sense now that I read it again. -Chad Link to comment Share on other sites More sharing options...
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