hello, i know that octane has not a displacement option , but is there a way to make the stone wall more realistic ?
thanks.
Any tricks for the stone wall.
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If you do not want us to publish your art, please mention it in your post clearly. (put a very red small diagonal cross in the top left corner of the image)
Any images already published on the gallery will be removed if the original author asks us to do so.
We recommend placing your credits on the images so you benefit from the exposure too, and use a minimum image width of 1200 pixels, and pathtracing or PMC. Thanks for your attention, The OctaneRender Team.
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This is necessary to avoid this forum being flooded by spam.
You can use normal mapping. That still won't resolve the edges though.Still, it's better than bump.
Try nDo2 to generate norml map =)
the result is way better than playing with any bump =)
the result is way better than playing with any bump =)
Or http://www.xnormal.net/1.aspx
There is also ShaderMap which has a free version and even the commercial version is cheap.
Or, depending on your modeling app, you could use a noise modifier (in MAX we have it) with the appropriate subdivision and make the wall look real.
There is also ShaderMap which has a free version and even the commercial version is cheap.
Or, depending on your modeling app, you could use a noise modifier (in MAX we have it) with the appropriate subdivision and make the wall look real.
AutoCAD,Revit Architecture, Max Design (all 2012) , Moi3D,Maxwell Render,Octane Render
Intel i7-8Gb RAM - Win7x64 - GTX550Ti
Intel i7-8Gb RAM - Win7x64 - GTX550Ti
there is a displacement modifier (Displace) where you can apply a bitmap, hence acting like displacement mapping
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
http://proupinworks.blogspot.com/
http://proupinworks.blogspot.com/
Disp modifier is not available in octane, but in your modeling app, like 3ds max - you can adjust geometry there and after export just map diffuse and spec, but the surface will not be flat. This will grow your geometry count as seeing details you need quite hight subdivision amount, but if You have vRam resources available this might look really beautiful =)
..also You can always look around to buy few good maps in decent resolution to give You just enought details (those usualy have not only bump and diffuse, but also spec and even normal =) - they usaly don't cost so much ~ 5$ is enough to find something nice.
i was testing today a brick wall for one of my projects with the maps i've bought a while ago, pretty happy with outcome: take a look if it's interesting for You.
i was testing today a brick wall for one of my projects with the maps i've bought a while ago, pretty happy with outcome: take a look if it's interesting for You.
you could use your displacement map on a zbrush (or 3dsmax dispalcement modified) model and work with real polies.
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Sys: Intel Core i9-12900K, 128GB RAM, 2x 5090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Sys: Intel Core i9-12900K, 128GB RAM, 2x 5090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
