Author Topic: Displacement issue  (Read 17161 times)

2014-12-02, 15:03:05
Reply #15

cosbu

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Octane has a feature for displacement called "offset" that basicaly pulls the whole geometry back and the tearing effect is somehow reduced. Can this beed done in corona? I could not find it
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2014-12-02, 15:16:19
Reply #16

Ondra

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you can do it by lowering both maximum and minimum distances
Rendering is magic.
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2014-12-02, 17:14:46
Reply #17

cosbu

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Thank you keymaster for your fast answer. You do great job. I've got brainstuck
civil engineer

2015-04-19, 15:56:04
Reply #18

3dwannab

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Thanks Jurak for this pointer here. Sorry for digging up an old thread.

I've done something similar but with maybe a few less steps and using max 2015+ standard modifiers.

So, to get rounded corners the 'LAZYier' and a way that works is to:

  • Add a smooth modifier on top of the edit poly. Set to autosmooth (see screenshot).
  • Then add a Chamfer modifier (in max 2015+) over the top of that with the settings in screenshot. Trick here is to smooth the 'unsmoothed edges' and then smooth over that with a threshold of 180.
As long as your very low poly base mesh is unwrapped well then this I find is the easy way to do this. To unwrap the objects I use miauu's easy peel script as part of his script pack vol 2.

Hope this helps someone.

EDIT: This method is also useful when wanting to chamfer edges to. See screenshot of result here. Just flick between from smooth off to unsmoothed edges to get the result you're after in the chamfer modifier. (haven't found a use for smoothed edges yet). Also, set the autosmooth modifier below the chamfer modifier to whatever threshold to want but 30-45 works well in most cases.
« Last Edit: 2015-04-19, 16:23:38 by 3dwannab »

2015-04-20, 10:39:10
Reply #19

3dgraphics

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How u subdivide the faces to get a clean result with the displacement map?

2015-04-20, 12:28:43
Reply #20

3dwannab

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In render settings.

2015-04-20, 15:14:55
Reply #21

3dgraphics

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Thanks ;)

2015-04-21, 09:40:51
Reply #22

juang3d

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Hey guys, did you tried wi OpenSubDiv?

I did not because I'm sick right now, but you may achieve pretty good defined chamfers and hard edges without having to modify your model with such amount of chamfers, those chamfers destroy the model for future modifications I think, and with OpenSubDiv you can avoid that.

I still have to try also the adaptive mode in max2016 and corona, this could be pretty awesome avoiding huge amount of polygons if they are not needed, but I'm not sure how is it going to behave with displacement.

Just throwing some ideas since I can't do anything right now :P

Cheers!

2015-04-21, 11:48:38
Reply #23

3dwannab

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The chamfer mod is non destructive ;) And the best thing is that there's no extra loops or manual work needed to create them. I usually turn the effect off from displaying in the viewpprt by right clicking on the modifier in the modifier stack and turning it off in the viewport to speed up the viewport if needed. If I have lots of those modifiers I use the Zorb modifier script to globally turn them off.

Tried sub d with this and couldn't achieve the result as it rounds the corners and not chamfers them.

Ps. Got well soon.

2015-04-22, 20:10:52
Reply #24

juang3d

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Hi 3dwannab

I though it was a modelling modification, I did not read it correctly :)

Anyways, I don't mean Sub-D, I mean OpenSub-D, you can use creasing to define the hardness of an edge or vertex, so you don't have to do any chamfer at all (but some support edges may be welcome, not completely needed, but welcome), it's something you have in max 2015 ext2 and in max 2016, I recommend you to take a look at it.

Cheers!

P.S.: Thanks, I hope I'll be up and runnig next week :) Still sick :P

2015-04-23, 14:51:01
Reply #25

Juraj Talcik

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Maybe it's the implementation by Autodesk, or it's not as suitable for very precise architectural modelling but I find the Crease&OpenSubdiv to work...just weirdly.

I use "SelectHardEdges" Script (I know 3dsMax has it in ribbon, but it fucking doesn't work at all as should), and Chamfer modifier in Quads mode. I gave up on QuadChamfer modifier, since latest version
produces so much bugs (re-selects random edges), the guy absolutely ignored two emails I sent him. Fantastic product support...
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2015-04-23, 16:26:15
Reply #26

3dwannab

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My thoughts exactly on the open sub-d. Organic modelling yes, hard edges, no (only with support edges) so may as well use the turbosmooth in this case. I like the chamfer modifier method because it doesn't add any unnecessary polys on 'flat' areas.

Juraj - Selecting hard edges is like using the smooth modifier if you set the angle threshold then max chamfer modifer to smooth based on those angles with the setting in the screenshot I posted above. Works without any manual work what-so-ever (well in my experience with it anyway) :)

2015-04-23, 17:10:56
Reply #27

Juraj Talcik

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My thoughts exactly on the open sub-d. Organic modelling yes, hard edges, no (only with support edges) so may as well use the turbosmooth in this case. I like the chamfer modifier method because it doesn't add any unnecessary polys on 'flat' areas.

Juraj - Selecting hard edges is like using the smooth modifier if you set the angle threshold then max chamfer modifer to smooth based on those angles with the setting in the screenshot I posted above. Works without any manual work what-so-ever (well in my experience with it anyway) :)

Ah, ok, now I connected it in my mind :- ) Does it always work correctly ? Perhaps that's what the script is actually doing...I'll check it inside.
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2015-04-23, 19:32:47
Reply #28

3dwannab

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... Does it always work correctly ? Perhaps that's what the script is actually doing...I'll check it inside.
The script selects the edges based on the angle and so does the smooth modifier when you think about it when you combine it with smoothing based on those angles then yeah.


2015-04-23, 19:45:57
Reply #29

Juraj Talcik

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:- D Anchorman.
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