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#1 (permalink) |
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Veteran Member
Join Date: Jul 2004
Location: monterrey
Posts: 851
Name: eduardo castillo |
Im trying to apply a displacement map in vray, but the thing is that my object is a solid geometry, and the displacement works fine but in the corners of the object it seems separated ....I have a box uvw map applied to my objects...is there a way to solve this and not get this "floating" edges?
Please Help! (Image attached) |
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#2 (permalink) |
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Veteran Member
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I don't know vRay but with disp. maps you usually have to define the 'zero'. That would usually be black, with white being the max. displacement. In Cinema, you have a choice to 'center' the map (half goes in, half out). Check for that sort of thing.
Also--is the base color of your map PURE black? Anything non-black should displace, which is what I see in your image. Sub-poly displacement is pretty amazing! Especially when it works. |
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#3 (permalink) |
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Veteran Member
Join Date: Jan 2003
Location: Savannah, GA
Posts: 1,448
Name: Chad Warner |
I had the same problem with my displacement...there are two options, the easiest being setting the "shift" value in the displacement modifier to a negative number, roughly the same as your displacement value...so if disp value=2, then set your shift to -2. This will basically shift the "0" level back.
The other option, which mostly works, is to apply a "meshsmooth" modifier to the mesh. Don't ask me what it does, I just learned it from a tutorial somewhere, and it seems to work OK. |
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#5 (permalink) |
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Moderator
Join Date: Apr 2002
Location: Lalaland
Posts: 1,166
Name: Christopher Nichols |
It is basically because Vray will displace along a normal, and hard edges means that you have two distinct normals going at different angles seperate polygones. It will only keep things together if the they are part of the same smoothing group. So what you can do is to do an Autosmooth at 100 degrees (anything over 90), and the they will see everything as a single smoothing group. This will keep all your edges tight as it displaces.
The first method that you mentioned will still give you a gap which is bad, since it may still be a problem when animating.
__________________
Christopher P Nichols |
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#6 (permalink) | |
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#7 (permalink) |
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Veteran Member
Join Date: Jul 2004
Location: monterrey
Posts: 851
Name: eduardo castillo |
I kind of solved it!
Made a negative of my displacement map Turned the disp. value to begative... that did the trick thanx Chad! and all of you ...ill also try the mesh smooth modifier... |
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