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Displacment Question

Posted: Mon Dec 29, 2008 7:55 pm
by frosty_ramen
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

Posted: Mon Dec 29, 2008 8:22 pm
by Mihai
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.

Posted: Mon Dec 29, 2008 8:36 pm
by frosty_ramen
thanks Mahai

Posted: Mon Dec 29, 2008 9:57 pm
by Mihai

Posted: Mon Dec 29, 2008 10:17 pm
by frosty_ramen
Thank you
Mihai

Posted: Wed Dec 31, 2008 2:55 am
by tom
Was the texture filtering "on"?

Posted: Wed Dec 31, 2008 5:18 pm
by frosty_ramen
Tom, yes texture filtering is on, and i didnt see much difference when i turn it off.

Posted: Thu Jan 01, 2009 3:16 pm
by tom
How does the mesh subdivision look like?

Posted: Fri Jan 02, 2009 3:45 pm
by frosty_ramen
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

Posted: Fri Jan 02, 2009 3:53 pm
by Maximus3D
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

Posted: Fri Jan 02, 2009 9:24 pm
by KurtS
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)

Posted: Fri Jan 02, 2009 9:49 pm
by frosty_ramen
[quote="KurtS"][quote="Maitai"] :lol:

Posted: Sat Jan 03, 2009 11:32 pm
by tom
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.