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Mental Ray displacement!


aflack
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I've made a grass material using the mental Ray displacement shader and when I apply it to a 1m x 1m plane that is split into 8 segments either way it looks great. If I double the saize of the plane I also have to double the number of segments in either direction to keep the grass looking good.

 

The problem is I have a strange shape for a grass area that I have made by attaching a number of lines together from an AutoCad drawing, so when all joined together they are an editable spline that I extrude. When I apply my grass material it looks as though it is being stretched over the whole length of the object even though I have the UVW mapping modifier applied and the area set small.

 

Is there a way I can either convert my shape to a plane or get the grass to look as it does when it's allpied to the plane.

 

I hope this makes sense.

 

Thanks

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aflack,

 

Post a screen capture. What kind of UVW modifier?

 

MR displacement uses the existing vertices and refines (tessalates) from those. I've found that if the vertices are not evenly spaced you can get visibly different looking displacement from one area to another.

 

Have you tryed in the renderer tab, deselecting the 'view' setting and vary the displacement edge length. This will help but at the cost of render time.

 

 

WDA

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