Any tricks for the stone wall.

Display your final art here...
Forum rules
Important notice: All artwork submitted on our public gallery forums gallery forums may or may not be used by OTOY for publication on our website gallery.
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.


For new users: this forum is moderated. Your first post will appear only after it has been reviewed by a moderator, so it will not show up immediately.

This is necessary to avoid this forum being flooded by spam.
manos
Licensed Customer
Posts: 226
Joined: Mon Oct 11, 2010 6:28 pm

hello, i know that octane has not a displacement option , but is there a way to make the stone wall more realistic ?
thanks.
Attachments
ak.jpg
CPU: INTEL i7 3.40 GHz/RAM: 8 GB/GPU: 2XGTX690/OS: WIN 7 64 BIT/SKETCHUP 2014/OCTANE for SU
hadouken
Licensed Customer
Posts: 103
Joined: Thu Jul 01, 2010 10:56 pm
Contact:

You can use normal mapping. That still won't resolve the edges though.Still, it's better than bump.
Intel Core i5-2500
6GB DDR3
GTX470
Windows7 Home Premium 64-bit

http://zaixxiaz.com/
manos
Licensed Customer
Posts: 226
Joined: Mon Oct 11, 2010 6:28 pm

do you mean to use the colored image instead of the floatimage option ?
CPU: INTEL i7 3.40 GHz/RAM: 8 GB/GPU: 2XGTX690/OS: WIN 7 64 BIT/SKETCHUP 2014/OCTANE for SU
User avatar
glimpse
Licensed Customer
Posts: 3740
Joined: Wed Jan 26, 2011 2:17 pm
Contact:

Try nDo2 to generate norml map =)
the result is way better than playing with any bump =)
User avatar
JJTTBB
Licensed Customer
Posts: 131
Joined: Fri May 28, 2010 10:06 pm

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.
AutoCAD,Revit Architecture, Max Design (all 2012) , Moi3D,Maxwell Render,Octane Render
Intel i7-8Gb RAM - Win7x64 - GTX550Ti
User avatar
Proupin
Licensed Customer
Posts: 735
Joined: Wed Mar 03, 2010 12:01 am
Location: Barcelona
Contact:

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/
manos
Licensed Customer
Posts: 226
Joined: Mon Oct 11, 2010 6:28 pm

Can you please give some info about displacement modifier ?
I did not know about this ability of octane render.
A link or a small example.
Thanks.
CPU: INTEL i7 3.40 GHz/RAM: 8 GB/GPU: 2XGTX690/OS: WIN 7 64 BIT/SKETCHUP 2014/OCTANE for SU
User avatar
glimpse
Licensed Customer
Posts: 3740
Joined: Wed Jan 26, 2011 2:17 pm
Contact:

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 =)
User avatar
glimpse
Licensed Customer
Posts: 3740
Joined: Wed Jan 26, 2011 2:17 pm
Contact:

..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.
brick wall test tomGlimps.jpg
User avatar
mbetke
Licensed Customer
Posts: 1299
Joined: Fri Jun 04, 2010 9:12 am
Location: Germany
Contact:

you could use your displacement map on a zbrush (or 3dsmax dispalcement modified) model and work with real polies.
PURE3D Visualisierungen
Sys: Intel Core i9-12900K, 128GB RAM, 2x 5090 RTX, Windows 11 Pro x64, 3ds Max 2024.2
Post Reply

Return to “M is for Metaverse Gallery”