Hello.
Im trying to use the displacement map to deboss text into metal. And im also trying to get the edges of the debossed text to be rounded. Here are my issues:
1. The displacement map is tiling. Even though in the C4D Attribute panel with the material tag selected, i turned OFF Tile. But its still doing it.
2. I cant seem to round the edges of the text. I tried Octanes Rounded Edges feature under the material "Common" check box but it isnt working.
Here are the scene files if you have time to browse.
Many thanks in advance.
Debossed Text and Rounded Edges
Moderators: ChrisHekman, aoktar
- RSgraphics
- Posts: 143
- Joined: Wed Aug 03, 2016 4:04 pm
- Attachments
-
- Displacement Test.zip
- (83.79 MiB) Downloaded 223 times
- RSgraphics
- Posts: 143
- Joined: Wed Aug 03, 2016 4:04 pm
AFAIK, displacement will always tile. its a current limitation. ill be very happy to find out otherwise.
As for the rounded edges, that will probably only work on "real" geometry? i would say ur best bet is to boole the thing out the good old fashion way.
Best,
Guy
As for the rounded edges, that will probably only work on "real" geometry? i would say ur best bet is to boole the thing out the good old fashion way.
Best,
Guy
- RSgraphics
- Posts: 143
- Joined: Wed Aug 03, 2016 4:04 pm
Boole? With the level of polygon detail for that detail text, boole would create a mess. And the materials arent parametric which means that mess of booled polygons would have to be UVd. Thats the old fashioned way? Yikes.
Well, i got the smooth edges by bluring my displacement map a bit. I am now stuck on using a simplified version of the object with fewer polygons and trying to subdivide it with octane. But im not sure octane subdivide will work with octane displacement.
Well, i got the smooth edges by bluring my displacement map a bit. I am now stuck on using a simplified version of the object with fewer polygons and trying to subdivide it with octane. But im not sure octane subdivide will work with octane displacement.
Hi RSgraphics,
about the rounding, yes correct, you need to use the Filter option in Box or Gaussian mode to blur and round the edges with displacement.
About tiling, you need to make a Plygon selection where you want the displacement, or add a lot of gray 50% pixel all around your displacement image, or unfold the uvs and place it in Bodypaint.
ciao beppe
about the rounding, yes correct, you need to use the Filter option in Box or Gaussian mode to blur and round the edges with displacement.
About tiling, you need to make a Plygon selection where you want the displacement, or add a lot of gray 50% pixel all around your displacement image, or unfold the uvs and place it in Bodypaint.
ciao beppe
- RSgraphics
- Posts: 143
- Joined: Wed Aug 03, 2016 4:04 pm
Hi bepeg4d.
Even though your suggestions didnt work out in my specific case, I will remember them for the future. It seems they would be simpler than how i ended up doing it, but what i noticed is that some techniques work well for some images and not others. I had to take the long way to the finish line because my object needed controlled displacement on specific positions.
1. Blur settings in displacement didnt have an effect (My solution was to blur the grayscale image slightly in photoshop)
2. Polygon selection didnt work because i needed embossed type on the sides AND on the top. Meaning that I needed two materials each with their own polygon selection. Octane didnt recognize TWO materials with separate selection tags. Is this my fault or does Octane only allow for one material with a selection tag per object? (My solution was to UV unwrap and it worked great, but UV unwrapping is no fun).
P.S. Thanks for the help, bepeg4d. I appreciate your time! And thanks to you, Studio21 for your suggestion.
Here is a screen shot of the result. It's only a small portion due to respect for my client.
Even though your suggestions didnt work out in my specific case, I will remember them for the future. It seems they would be simpler than how i ended up doing it, but what i noticed is that some techniques work well for some images and not others. I had to take the long way to the finish line because my object needed controlled displacement on specific positions.
1. Blur settings in displacement didnt have an effect (My solution was to blur the grayscale image slightly in photoshop)
2. Polygon selection didnt work because i needed embossed type on the sides AND on the top. Meaning that I needed two materials each with their own polygon selection. Octane didnt recognize TWO materials with separate selection tags. Is this my fault or does Octane only allow for one material with a selection tag per object? (My solution was to UV unwrap and it worked great, but UV unwrapping is no fun).
P.S. Thanks for the help, bepeg4d. I appreciate your time! And thanks to you, Studio21 for your suggestion.
Here is a screen shot of the result. It's only a small portion due to respect for my client.
- Attachments
-
- Screen Shot 2017-09-18 at 10.36.00 AM.png (62.62 KiB) Viewed 2743 times
Hi RSgraphics,
please, have a look at this example scene with two selections and the same displacement material applied: If you modify the c4d uvs for each material tag applied to selection, the octane displacement will follow.
So you can have multiple selections with different uvs that referes to the same displaced material.
ciao beppe
please, have a look at this example scene with two selections and the same displacement material applied: If you modify the c4d uvs for each material tag applied to selection, the octane displacement will follow.
So you can have multiple selections with different uvs that referes to the same displaced material.
ciao beppe
- RSgraphics
- Posts: 143
- Joined: Wed Aug 03, 2016 4:04 pm
bepeg4D, I am looking forward to downloading your scene and learning from your results. Have a great day and thank you.