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displacement
Posted: Mon Jul 04, 2016 4:03 pm
by spillstudios
I'm having a lot of trouble with displacement at the moment, I purchased some 3d scan models from turbosquid which are very dependent on displacement but when I set up a material using the textures provided I can see the polys separating especially on angled corners - is this something i'm doing wrong or is there a work around?
thanks
Marc
Re: displacement
Posted: Mon Jul 04, 2016 11:43 pm
by Liketheriver
Hi spillstudios,
In the broken area, it render also black shadows or artifact? Your model scale is 1,1,1 in the 3 axes? I had an issue like this in a model, and resolved it "freezing" the object scale, it was like 1,2 in y, 0,5 in × and 0,8 in z (random numbers, only for example), i think the non uniform scale skrew up the displacement, i'm referring to c4d but i think it's same stuff in 3dmax.
Another cause can be the uv map of the model, the displace of octane seems to broke in the border of the uv shells, but for this the only partial solution I hqve found is to increase the displacement resolution
Re: displacement
Posted: Tue Jul 05, 2016 10:12 pm
by azen
spillstudios wrote:I'm having a lot of trouble with displacement at the moment, I purchased some 3d scan models from turbosquid which are very dependent on displacement but when I set up a material using the textures provided I can see the polys separating especially on angled corners - is this something i'm doing wrong or is there a work around?
thanks
Marc
Hi,
To better assist, could you supply screenshots of your material setup and your models? More information about these will be needed in order to properly assess the issue.
Cheers,
Azen
Re: displacement
Posted: Tue Jul 12, 2016 12:31 pm
by spillstudios
So image is attached, I'm converting some turbosquid fbxs to octane - tried the converter tool with the vray versions of the models and it just says missing materials so fbx seem to convert the best. Take a look at the image and see if you can spot any problems, for this model i am simply using the rgb texture as a displacement to give it some extra detail as the geo is quite angular. Look forward to your replies.
Re: displacement
Posted: Tue Jul 12, 2016 4:44 pm
by spillstudios
I found using a meshsmooth modifier with smoothing set to zero stopped the mesh breaking apart, more polys but its a fix
Re: displacement
Posted: Tue Jul 12, 2016 5:13 pm
by coilbook
when will we see procedural displacement?
Re: displacement
Posted: Wed Jul 13, 2016 2:01 pm
by profbetis
This is most likely caused by unsmoothed edges, which will cause displacement to offset on faceted edges. Smoothed edges will connect the displacement texture.