"Real-Displacment-Textures"

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.
divljikunic
Licensed Customer
Posts: 31
Joined: Sat Oct 03, 2015 10:57 am
Location: Zagreb, Croatia

Subroutine49690 wrote:
oguzbir wrote: My personal setup is:
8k color (100%)
4k AO (0-5%)
4k Gloss (100%)
4k Roughness (100%)
8k Bump (5-10%)
4k Displacement
I took for granted that bump (and normal, but that's understandable) gets ignored when using displacement, but never really tested it out properly, usually use one or the other... You're saying it works together?! If so - WOOT! :)

Great job on the textures! Care to share your workflow (not the exact details, the general stuff - software used etc., apologies if that's already posted)?
Jan Ruzic, Zagreb, CRO
8core AMD, 32gb RAM, gtx980ti
User avatar
BorisGoreta
Licensed Customer
Posts: 1413
Joined: Fri Dec 07, 2012 6:45 pm
Contact:

I would like to know that too but I imagine the software is PhotoScan
divljikunic
Licensed Customer
Posts: 31
Joined: Sat Oct 03, 2015 10:57 am
Location: Zagreb, Croatia

Sure thing, but how do you get that maps to seamlessly tile, that's the 150$ question!!! ;)
Jan Ruzic, Zagreb, CRO
8core AMD, 32gb RAM, gtx980ti
User avatar
BorisGoreta
Licensed Customer
Posts: 1413
Joined: Fri Dec 07, 2012 6:45 pm
Contact:

That is what I wanted to know too, especially if you tile one map how do you tile all the others the same way so they match.
User avatar
bepeg4d
Octane Guru
Posts: 10354
Joined: Wed Jun 02, 2010 6:02 am
Location: Italy
Contact:

wow, great texture!!!
Here are some tests with the ROCK-02 set, no mix material used, all the textures are plugged directly:
no bump, normal or displacement
no bump, normal or displacement
bump only
bump only
normal 1 only
normal 1 only
normal 2 only
normal 2 only
displacement only
displacement only
bump + displacement
bump + displacement
normal 1 + displacement
normal 1 + displacement
normal 2 + displacement
normal 2 + displacement
ciao beppe
User avatar
BorisGoreta
Licensed Customer
Posts: 1413
Joined: Fri Dec 07, 2012 6:45 pm
Contact:

Where did you download this set ?
Subroutine49690
Licensed Customer
Posts: 78
Joined: Tue Apr 02, 2013 4:58 pm

Hi,

just to make it clear. The free testmaps are as the name says only testmaps. The final is totally overworked and it doesn't have the same map-setup.
But the same surface in final status will be available in 4k for free as soon as the homepage is on.

The NORMAL is a alternative to the displacement if you have to save resources. If you don't see the silhouette it works perfectly. It has the same information like the depth-map !!
Only thing you can do to lower the displacment-depth is mixing the normal to have displ and normal together to 100%. That means for example 50% dipls and 50% normal.
Otherwise you get totally wrong shading

Here is an overview and a small description:
Image

cheers,
Christoph
Subroutine49690
Licensed Customer
Posts: 78
Joined: Tue Apr 02, 2013 4:58 pm

....the maps you see on the left, are what you get. In addition there are higloss-maps for mixing and some dry/wet-alternatives (color/gloss/roughensss) for the muddy-surfaces...
Subroutine49690
Licensed Customer
Posts: 78
Joined: Tue Apr 02, 2013 4:58 pm

Rock-02

Image

This is how it looks now.
Honestly, there is always development, so the earlier maps doesn't have the exact same level as the actual ones.
I think it's in our interest to rise the quality whenever it is possible - I do my best ;)

The point with the rock-02 is - it works best in up-direction used as rock-wall.
Post Reply

Return to “M is for Metaverse Gallery”