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need displacement help...


erkutacar
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hey im doing a very big residencial project, and to reduce the polycount i wanted to use a displacement map for the exterior.. i made a 100% sharp edged map and applied it with 3d displacement map.. settings r its not view dependent, displacement length 4cm.. for displacement, edge length 0.5cm and max length 20cm max level 7 and i also added disp approx modifier to the object with default settings..

 

now see in the below image that seperations on the right are very sharp like i intended but wiggly on the left side.. how can i fix this? oh and this also appears on the opposing side of the building but also its ok on the side opposing to the correctly displaced side.. in other words x axis has a problem but y axis is ok :) lol

 

[ATTACH=CONFIG]47265[/ATTACH]

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you're image look way over exposed for some reason i cannot tell what the problem is if you have any lights in you're scene then delete them and repost the image why are you using a displacement map?

 

if you want to reduce the polygon counts then use the optimize modifier when you hit 7 on you're keyboard max will show you how much polys you're using

 

First don't add the optimize modifier and it will show you the amount of poly you're using adding a optimize modifer reduces it 50%.

 

I cannot tell what the problem is really because of the lighting situation. the two images look the same

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Lol coz exp settings was for interior shot.. I need to use displacement map coz poly count gets too high and it decreases work performance.. This is only one floor of the one of the two 37 story buldings.. And its only the exterior.. There are walls flooring ceiling of each story.. So i need to decrease poly count as much as i can.. I will post a clear image when i get home but i tried it in a new scene with no lights on a box object but same thing happens

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I find it interesting going for displacement. Even though I would generally model the whole thing. Even when working with displacement, you gotta give the geometry a certain amount of subds so that displace has enough vertices to work with (it gives better results and less render time). For the geometry, you can go for the mentioned optimize (I'm not fond of it, but depends on the situation) or:

- Set the complex geometry to be displayed as box.

- Put elements you don't have to snap to as xref.

- Make use of proxies.

Try posting the same image with no lights and no GI, only the "default lights". Also, post the map you're using. The bit depth is relevant in grayscale images as well, as the gradients are the same.

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It's bright, but perfectly visible. Maybe if I turned the brightness on my monitor up too high...

 

You don't want to use an optimize modifier to reduce the poly count, to 50% or any other available percentage. Keep the geometry clean and happy and get good renders.

 

The problem itself is not something I can figure out. Here's an idea... The good side is narrower than the bad side. Maybe you are hitting the subdivision limit on the bad side, but getting a couple extra subdivs on the good side. Test this by throwing in a couple extra edge loops along the long wall. Slide one up close to the camera even, say a foot off the corner and see if there's a big difference on either side of that line in the render.

 

Be that as it may, I wouldn't recommend using displace for this. The geometry is simple enough I'd (and have in past) just put it in for real. A couple extra model time polys vs. ages spent calculating the displacement and getting dodgy results...

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I worry that it's not polite to ask people if they are on meds. It seems like you are saying they're stupid just because you are unable to understand them. I worry even more that it may make us seem unwelcoming when the target is from Turkey - he may have a less happy go lucky attitude towards drugs than somebody from the UK for religious and/or secular cultural reasons.

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i assumed since the map and the model are so simple it would displace properly.. front and the side almost have the same amount of polys.. peter i dont think its about being narrower coz its unwrapped.. each face is properly placed on the map...

 

here are the model and the map..

[ATTACH=CONFIG]47287[/ATTACH][ATTACH=CONFIG]47288[/ATTACH]

 

 

and here is the previous model with extruded faces..

[ATTACH=CONFIG]47289[/ATTACH]

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I worry that it's not polite to ask people if they are on meds. It seems like you are saying they're stupid just because you are unable to understand them. I worry even more that it may make us seem unwelcoming when the target is from Turkey - he may have a less happy go lucky attitude towards drugs than somebody from the UK for religious and/or secular cultural reasons.

 

oh dude thnx for the defence but as uve seen i chose to ignore this losers insult :) im damn sure he hasnt seen the half of what i have :) lets get back to the problem.. im really trying to get better in max so i want to learn the proper ways of doing things...

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being less knowledgeable about a subject does not make me a loser, i politely asked u for help simply coz u know more than me.. but id never do what u did.. plus if u think of a persons success in life both social and economical by their knowledge of 3d visualization, you are a loser to me :) anyways lets get back to the issue at hand..

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please go blow a hole, i suggest you learn how to spell correctly cos is not a word it's because not u it's you. what i did please you don't always have to use lol in sentence lines unless it's a joke. i asked you a simple question.

 

in what stage have i said "i was successful?" i make a living like all of us do in this 3d world. oh i am the loser really i don't ask for help nearly every day. i have done the tutorials in max i answers more questions then i ask.

 

If you did the tutorials in max and looked online then you would not need to ask so many questions.

Edited by datacrasher
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i was explaining about your calling people loser for none legitimate cause.. i guess im quite good at english for a none native speaker.. you just confirmed what i said. i asked for your help because you answer more than you ask.. im not a 3d artist, im trying to learn and become one..

 

i did my research about displacement maps and reducing polycount but none of the tutorials was helpful.. i only post here if i cant find the answer in online tutorials and/or in cgarchitect archive..

 

what do say we stop this childish dispute and actually try to find a solution so that people who might have the same problem in the future could also benifit from this thread?

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please go blow a hole, i suggest you learn how to spell correctly cos is not a word it's because not u it's you. what i did please you don't always have to use lol in sentence lines unless it's a joke. i asked you a simple question.

 

in what stage have i said "i was successful?" i make a living like all of us do in this 3d world. oh i am the loser really i don't ask for help nearly every day. i have done the tutorials in max i answers more questions then i ask.

 

If you did the tutorials in max and looked online then you would not need to ask so many questions.

 

Easy tiger...

 

What is this forum for if not to share with and learn from one another? Resources are an artist's best friend and this forum is a great asset in gaining experience.

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well Mr Beaulieu

I use forums if i am stuck on a question and if i still cannot find it online or in the max reference. then i would go into a forum and ask the question first i run a search online or in the 3ds max reference or tutorials you pay about $3500 plus license fee and autodesk provides you with a lot of information in the big books and a under help file. if you don't use that then what is the point uses 3ds max at all.

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I don't think UVs are related to what my suggestion was trying to solve. Displacement subdivision will only subdivide to a certain limit of polys. 4k, 16k... If you start with one big polygon and you hit the limit with your displacement subpolys 10cm wide, your displacement will look bad. If you chop the big poly into a number of smaller ones then they might hit the limit at 2mm. Did you TRY it?

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Here, a picture of what can happen if your subdivisions are not adequate to your poly size. Left of model has one big poly. Right of model has similar sized wall with a few connects tossed in to make smaller polys for the displacement to start with. Showing wireframe so you can see the polys. Showing the difference between 16k and 64k subdiv. Bumping the subdiv takes extra time and only improves somewhat while the small poly side looks fine from the get go. Here, let me turn the subdiv down to 4k... ah, left side is a joke, grooves don't even show up maybe 40% of the time; right side is starting to show some butter on the edges.

 

Displacement map was a simple black and white tile with default values for blur and sampling.

 

[ATTACH=CONFIG]47308[/ATTACH]

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wow what happened here? Almost got me lost...;)

So we've come to the same conclusion: subdivide the mesh and you get better results with displacement. But just model the darn thing and save displacement for what it does best.

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