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grue
04-10-2008, 09:01 PM
so why do i get oddness like this when doing displacement. i've got the global settings of edge length 1, 16k subdivisions, i think the max height was 20". i'm using a noise map of size .2 in a standard arch&design.

ah, maybe that's it - i recall from the DGS material displacement that a height-map displacement was used. could that be it?

maxx043
04-25-2008, 04:29 AM
hi grue

same problem here

do you found a solution ?

lontra
04-25-2008, 02:25 PM
Try applying a Subdivide modifier to the mesh so you get a more even tri sides...

grue
04-25-2008, 03:21 PM
sorry - got side tracked. i tried it again using two methods, one by jeff patton - mental ray material, 3ds max height displacement and i couldn't repeat the problem. then i applied the same noise map to the displacement of an arch&design material and bam, it happened again. so i'm sticking with the other method. another benefit of doing it that way is you get to set the height in inches.

maxx043
04-26-2008, 04:44 AM
thanks for feedback

subdividing helps but the problem still exist

testing with both displacement methods arch&design + 3ds max height displacement

please look at the attachments
the zip file includes the max (max2008) szene

grue
04-26-2008, 10:43 AM
this is the other method i mentioned: http://jeffpatton.net/MR_Grass_Displacement.htm

i'm going to play around with it more right now but so far i haven't been able to repeat the problem using this method.

grue
04-26-2008, 10:52 AM
here's a file. i tried several different angles and didn't see those variations. it's max9 version.

maxx043
04-27-2008, 01:43 PM
thanks grue

i test your shader but still the same problem

displ-dgs-test.jpg - no subdivisions
displ-dgs-test.jpg - with subdivisions

i see this happen all the time in 3dsmax - thats why we try to avoid displacement in our Projects

i need to test this in XSI to see if it happens there also

grue
04-27-2008, 02:28 PM
i'm not able to open your file in max, i have version 9 and i think i can't open new versions scenes.

i was playing around in an interior i'm working on and i noticed that i get a nice checkerboard pattern with a displacement carpet when i use FG. i think i need to go higher quality in the fg solution? so... here's some ideas i have for you to check

1. check that "smoothing" is off in the render dialog box, under the Render tab, at the bottom in the shadows & displacement / displacement (global settings). also set the edge length lower, the lowest i've ever gone was .5.

2. one time i noticed that if my geometry didn't have nice 4 sided relatively square polys, it turned out like this. that doesn't really apply here because we're using a plane.

these are the only things i can think of. you probably already have all that.

grue
04-27-2008, 02:31 PM
oh, something else. but, since you get the problem in my file it might not help, but how about actually subdividing the plane to something rather high, like 50x50 and leaving the global displacement subdivisions at 16k.

it depends on your scale, so like a 100"x100" plane you could divide that down to 50x50.

maxx043
04-27-2008, 11:43 PM
hi grue

thanks alot for your help

I think I have test all options

with tris with quads - smoothing on/off
edge legth down to 0.1

don't know what else I can do

would be nice if somone like MR. Zap could take a look at this

grue
05-06-2008, 08:25 PM
maxx, was playing around tonight and a noise map in displacement of a standard material STILL WORKS with mental ray renderer. i guess i always figured it had to be some type of mr shader or material. anyway, maybe try that and see if it works.

maxx043
05-09-2008, 11:18 AM
thanks for your tips - grue

I have also done some tests with standard material but with the same result

see attached image
the zip file contains the max 2008 scene file with different Materials

grue
05-09-2008, 02:06 PM
how about the aspect ratio of the segments in your plane? for example, if you create a plane that is twice as wide as it is long, then add width and height segments that are the same (ie 4 wide and 4 high) you'll have small 2:1 polys. how about adding segments so that the polys are more square? i've tried this a bit and that seems to make some type of difference in the few tests i've just done.