Displacement mapping... again with the woes...

Hi guys,  Though I am relatively new to DS, I am finding much success in a lot of areas of texturing, except with the displacement mapping. I have tried all sorts of combinations of settings, but I cannot get good results on a simple column.

Please see the image for an example of my issues.  Any help is appreciated.

Cheers,

Davo

 

displacementwoes.jpg
479 x 1154 - 134K

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,815

    Iray displacement works only on the mesh vertices - base or from SubD. Try giving the cylinder more horizontal divisions, as well as segments around, so that each polygon is squarish and then convert to SubD (Edit>Object>Geometry). You want as many shades of grey as possible for smooth results, so ideally have the map go from black to white (16-bit greyscale maps are best, but there is no point in converting after the fact).

  • Unfortunatley the model is already made and uvmapped, works.. uh... fine in Poser.  Is there really no better method for displacements in DS other than high res meshes? Is this an industry wide problem or something that can be fixed in future DS?  If I had a flat plane and wanted greeble style textures for some cool detailed displacements, that wouldn't work in DS unless it had many vertices?

  • Richard HaseltineRichard Haseltine Posts: 100,815

    davorama_9f606bd07d said:

    Unfortunatley the model is already made and uvmapped, works.. uh... fine in Poser.  Is there really no better method for displacements in DS other than high res meshes? Is this an industry wide problem or something that can be fixed in future DS?  If I had a flat plane and wanted greeble style textures for some cool detailed displacements, that wouldn't work in DS unless it had many vertices?

    3Delight, like Firefly, doesn't have this issue (though it's still better with 16 bit images) but Iray, along with many other engines, does have the limitation.

  • Can a single surface have 2 bump map inputs? Say I use one for the greyscale map that I wanted for the displacement, and which works well for bump map, then another bump map that has the color texture map? (the color texture map has some scratches, imperfections that I like to highlight with bump mapping).

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,206

    there is always the free tier of Octane

    Octane handles micro displacement very well

  • Richard HaseltineRichard Haseltine Posts: 100,815

    davorama_9f606bd07d said:

    Can a single surface have 2 bump map inputs? Say I use one for the greyscale map that I wanted for the displacement, and which works well for bump map, then another bump map that has the color texture map? (the color texture map has some scratches, imperfections that I like to highlight with bump mapping).

    It might be possible to combine the maps in the Layered image Editor, but I think that would really require a custom shader to blend the two values - not soemthing I have tried doing in Iray.

  • I was able to just use a paint program and add the base color texture and blend it, then use that new map as the bump map.  It'll do okay for straight on views.

    I do have another question regarding creating a custom shader.  When you apply the Iray Uber base to an imported new model from poser, so I can adjust the textures, all the base textures stay put, now I can adjust other values.  I would like the same for an emissive shader. I want to add a base emissive value, but not have original texture dissappear. The iray emissive shader removes the base texture. I have tried to create a shader by saving one of my emissive display screen textures (this will glow in a dimly lit scene) as a shader. If I apply it to another surface, say a different display screen, but one that has a different texture map, the surface will then add the emissives, but also the texture I had saved with the shader.  I have tried saving the shader without the "image" boxes checked, this only applies the emissive values, but removes the texture map.  Can I make an emissive shader that retrians the base texture? 

  • felisfelis Posts: 4,318

    If you in Iray Uber set emission to anything other than pure black, you have an emissive surface. For an emissive screen you can set emission to white and put your screen image into the texture slot.

  • I see that the emission is built in, I was hoping that a shader that would keep the texture already there would slide the emission values under the texture rather than having to add the texture to luminance manually.

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