Feature request-Negative displacement+Rounded edges

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Rafael-Vallaperde
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Yo, Arion render is also a GPU render right? It featues nice midpoint displacement as well.
Have a look:



heres is the manual page:
http://support.randomcontrol.com/displa ... erial+root

"Midpoint

Defines the middle point for displacement. This makes the displacement to happen inward and outward of the surface's normals.
For example on a black and white texture with a mid point of 50%, the midpoint will be a middle gray."

Here's their feature list for displacement, seems really good :D :

Micro-Polygon Displacement Mapping

No warm-up overhead implementation.
Memory-less render-time implementation.
Configurable micro-polygon density.
Waterlevel height (compatible with opacity mapping).
Configurable mid-point for compatibility with the most popular digital sculpting packages.
Optimized parallel (2D) displacement for flat surfaces.
Curved (3D) displacement for generic curved surfaces.


Cheers!
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rafaelcoppola
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niiiiiice :D
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roeland
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FrankPooleFloating wrote:Yes. But maybe they should add this as a completely new and separate displacement node "Mid-Gray Displacement" (or similar), to not break old projects etc.
About that: we can indeed add an extra input to specify which value in the image corresponds with zero displacement.

What about the other input: are there projects where you would need a fixed offset (independent of the scale of the displacement)?

--
Roeland
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FrankPooleFloating
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Hi Roeland. Sorry, I was on vacation all week... It just seemed to me that if you had the current displacement node and a new one, that is specifically made for ZBrush style mid-gray, that would make the most sense, for you and for us. I am imagining that there would be no Shift in Mid-Gray (or need for it), and we would only need to plug in texture and Amount... er, right? Rikk would be much more of an authority on this than myself. I have been on a huge project for many months that is 90% JS programming and 10% 3D, none of which uses displacement. But I do use ZB a bunch when not on these kinds of gigs, and want this feature. I just know that others can speak more intelligently about what we specifically want... Guys?
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rodrigotrovao
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Rafael-Vallaperde,
what do u mean when u say that rounded edges isnt working?
Attachments
what do u mean when u say that its not working?
what do u mean when u say that its not working?
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Rafael-Vallaperde
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OH, i though it was a general octane issue(broken rounded edges feature_ but it seems it's a problem with the MODO plugin. My bad.

Thank you Trovão!
gristle
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Well, it does not work on LW plugin either.
thiagodesul
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Round edges still not working correct here, also in stand alone 2.24
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grimm
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It works in the Blender plugin, but you have to choose very small values for it to look good.
blender-rounded-edges.png
If you can get away with it, you can use OpenSubDiv as well.
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roeland
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The rounded edge feature works but it has a few limitations. It is very dependent on your scene if you'll run into these limitations or not. Generally speaking if a mesh has very narrow triangles near the edges then you'll get artefacts.

This is a common case if you are modelling 3D parts with holes and curved edges:
rounded edge bug.png
Note how the triangle marked in yellow skirts the edge of the hole. When using rounded edges on that mesh, you get an artefact on this triangle. Improving this is on our to-do list but it's not something we can easily fix.

--
Roeland
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