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By frosty_ramen
#288281
I need to apply a logo to an object and im wondering if there is a better way of going about it, right now i have a black & white image 1575 x 580 x 300dpi. and i have applied a gaussian blur at 6-8 pixels. and for the logo to even look remotely good my precision has to be at least 650. and this is just making my render time lag on ..... immensely.
close-up 48 precision
Image
close-up 650 precision
Image
at 650 it still has jagged edges any suggestions?
Thanks
Dan
User avatar
By Mihai
#288282
Depends how many initial polygons are in your object. More polygons=you can use less precision. So a one polygon plane will need more displacement precision compared to a subdivided plane of maybe 100 polygons. Do a search on this forum for displacement, it's been discussed many times. Also the manual section on displacement explains this very well along with some other tips.

Btw, it doesn't matter what dpi your maps have, how big it is depends solely on the nr of pixels it has.
User avatar
By tom
#288342
Was the texture filtering "on"?
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By frosty_ramen
#288368
Tom, yes texture filtering is on, and i didnt see much difference when i turn it off.
User avatar
By tom
#288396
How does the mesh subdivision look like?
User avatar
By frosty_ramen
#288420
Tom,
Here is a screen shot of the model, top is hidden line, bottom is wire frame. It was modeled in solid works and exported to mxs. Any help would be appreciated.

Image

Dan
User avatar
By Maximus3D
#288421
That type of mesh would probably explain your poor displacement result, long thin polygons, lack of evenly distributed polygons/quads will cause any renderer to choke and die when trying to displace such a surface. But wait for Tom's final judgement on this, trust his word and not mine on this. :)

Btw, LOLL at all the funny nickname's you got "Mahai" :D it's so funny to from time to time see a new variation of it popup on the forum hehe
Thanks for the good laugh :D

/ Max
User avatar
By KurtS
#288439
Mihai wrote:Do a search on this forum for displacement, it's been discussed many times. Also the manual section on displacement explains this very well along with some other tips.
Word! 8)
Last edited by KurtS on Sat Jan 03, 2009 12:38 am, edited 1 time in total.
User avatar
By tom
#288488
Max is right :) These thin and long polygons cause the problem. You should subdivide the object to have a better polygon distribution prior to applying the displacement. The triangles on the surface should be evenly distributed and similar in size/aspect as much as possible.

So, is this a known issue?