All posts relating to Maxwell Render 1.x
User avatar
By KurtS
#277995
testing new maps from Filter Forge:

Image
User avatar
By iker
#277996
:shock:
By adman
#278004
Max and Kurt, you have inspired me to learn how to get what I want from displacement but I am having some problems.

I am rendering an object on a ground plane to look like grass.
From Solidworks I can't get subdivisions, just large triangles.
I thought that perhaps I could export a sub-divided plane using an old version of Maya, but it has not given useful results.

I assume that I need a sub-divided polygonal plane which I will then export to MR as an OBJ.
How many subdivisions do I need to get good displacement results?
I tried 30x30 sub-divisions with a map tiling about 10 repeats in each UV direction but it is not good. should the divisions be much smaller?
Also, should I map a texture to the plane before exporting?

Would appreciate any suggestions.
Adman
User avatar
By KurtS
#278009
adman wrote: How many subdivisions do I need to get good displacement results?
I tried 30x30 sub-divisions with a map tiling about 10 repeats in each UV direction but it is not good. should the divisions be much smaller?
Also, should I map a texture to the plane before exporting?n
Hi,
If you have a subdivided surface you can achieve a good result a lot faster, but you can also achieve exactly the same result with non-subdivided surfaces if you have a lot of patience. It's all about the precision setting in the displacement layer and about time.

Normally a surface that is subdivided 20x20 or 30x30 works fine with materials like the "ammonites" above with relatively low precision settings (<20)

In your example you say that you have a 30x30 subdivision, and then a tiling of 10X. This means an effective subdivision of 3x3 for each map? This is normally not enough unless you raise to very high precision levels.

Why don't you just reduce the size of the plane to 10%, and then make instances for the rest of the surface, 10 by 10 planes - each with one map without tiling?
By adman
#278060
Thanks KurtS
Now it displaces really well.
All I need now is a grass map that doesn't show an obvious tiling repeat.

Adman
By itsallgoode9
#278074
those are amazing looking!

I was trying to figure out how in the world those are done...is each one using two planes floating off the ground a little bit, displaced in opposite direcitons?

If not you're some kind if witch with magical powers :evil:
User avatar
By KurtS
#278080
itsallgoode9 wrote:those are amazing looking!

I was trying to figure out how in the world those are done...is each one using two planes floating off the ground a little bit, displaced in opposite direcitons?

If not you're some kind if witch with magical powers :evil:
let's see...
1) each one using two planes floating off the ground a little bit, displaced in opposite direcitons
2) I'm some kind if witch with magical powers

2! :lol:
User avatar
By KurtS
#278111
itsallgoode9 wrote: I was trying to figure out how in the world those are done...is each one using two planes floating off the ground a little bit, displaced in opposite direcitons?
You are correct, of course. The trick is to merge the two planes and then apply a planar projector to make sure that the mapping is mirrored when seen from the other side, and also to make sure that both sides match 100%
  • 1
  • 26
  • 27
  • 28
  • 29
  • 30
render engines and Maxwell

I'm talking about arch-viz and architecture as tho[…]

When wanting to select a material with File > O[…]

> .\maxwell.exe -benchwell -nowait -priority:[…]