Hi,
I'm trying to texture this basketball but the displacement breaks on edges
With texture displacement it breaks on edges
with vertex displacement makes something wrong, autobump works by the way.
I've tryied several ways but nothing seem to work, could somebody help me here?
Thank you
displacement breaks on edges
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- jayroth2020
- Posts: 488
- Joined: Mon May 04, 2020 7:30 pm
Can you show us the UVs on your model, please?
Puget Systems / Intel Core Z790 ATX / RTX 4090 / Cinema 4D
Too less polygons for vertex displace ? Maybe subdivide it more
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- silanbekjarov
- Posts: 35
- Joined: Tue Apr 13, 2021 12:52 pm
For me it breaks most of the time when the height is too much. If it is an option you could try to go down with the height and see if there comes a point where the breaks disappear. or try to blur the displacement map a bit so the edges are not so hard. Hope this is of help.
Cheers
Cheers
- jayroth2020
- Posts: 488
- Joined: Mon May 04, 2020 7:30 pm
The distortion you are experiencing is clearly visible in your UV layout. Also, you have some overlaps as well. Some time spent clearing these issue up would be well spent.
Subdivision is your friend in situations like this. You should consider modeling this correctly. Check out MILG11 for some great tutorials on modeling objects for subdivision (it is an old tutorial now, but the techniques are still valid.) Subdivision is the best way to solve this, once you have a properly modeled mesh and have corrected your UV layout.
Sorry I don't have a better answer for you...
Subdivision is your friend in situations like this. You should consider modeling this correctly. Check out MILG11 for some great tutorials on modeling objects for subdivision (it is an old tutorial now, but the techniques are still valid.) Subdivision is the best way to solve this, once you have a properly modeled mesh and have corrected your UV layout.
Sorry I don't have a better answer for you...
Puget Systems / Intel Core Z790 ATX / RTX 4090 / Cinema 4D
On top of previous replies, it is upmost important to acknowledge:
- displacement relies on the mesh topology
- in some cases, on the SubD level
- on the modeling (e.g. support edge)
- is not miraculous (can not be pushed too much)
- requires EXR (32-bit floating point, ideally), not JPG or PNG, which will introduce visual flaws.
- displacement relies on the mesh topology
- in some cases, on the SubD level
- on the modeling (e.g. support edge)
- is not miraculous (can not be pushed too much)
- requires EXR (32-bit floating point, ideally), not JPG or PNG, which will introduce visual flaws.
- jayroth2020
- Posts: 488
- Joined: Mon May 04, 2020 7:30 pm
I also recommend just purchasing an asset that is correctly modeled and UV'd, such as this one: https://www.cgtrader.com/3d-models/spor ... l-spalding
Puget Systems / Intel Core Z790 ATX / RTX 4090 / Cinema 4D