Everything related to http://resources.maxwellrender.com
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By turbo2000
#261521
yes i have but it's still the same :?
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By turbo2000
#261544
Mihai > Yes i am using adaptive precision, smoothing off and an absoulte height of 1 cm and 0 in offset
User avatar
By tom
#261546
Then, it means your base mesh doesn't have a reasonable amount of initial subdivision.
User avatar
By turbo2000
#261547
Hmm.. how can i fix that? It's just an archicad/wall model i have exported and applied the material to it?
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By polynurb
#261549
Hi turbo,

I think absolute height of 1 cm is far to much for this material;
It is supposed to simulate a type of limed rough surface, so in reality
that structure won`t be higher that ~ 1-2 mm.
With increased heigth you increase the amount of additional data to be calculated during displacement.
You could try to reduce the texture resolution/tiling (as I understand, adaptive creates "triangles" when two pixels differ in value) or change the mesh subdivisions
as tom said if you need adaptive; otherwise turn it off and tweak precision yourself.

cheers,
polynurb
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By polynurb
#261557
*just wanted to add, that this is not supposed to be an archviz material for huge surface areas (displacement overkill). It should only be applied to the piece of wall that you get really close with the camera.
To give an idea what detail can be achieved using the provided texture
look at this image (adaptive heigth/absolute 0,2 cm/ FD of 2,5cm/ single emitter plane/ SL10.5) :
Image

now putting that kind of adaptive precision over an entire room, it will and can never render. (and you can`t see the detail from far away anyway)

Propably it was a little misleading that i tagged it "architectural" as it has a little experimental character.

/ polynurb
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By turbo2000
#261563
okay i WAS going to use it on a whole building, it looked very close to the real wall. :wink:

Btw, is it stupid to use displacment on large surfaces, like exterior walls?

Image
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By tom
#261568
turbo2000 wrote:Btw, is it stupid to use displacment on large surfaces, like exterior walls?
As long as you subdivide your walls first, it's not a problem.
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By polynurb
#261575
turbo2000 wrote: Btw, is it stupid to use displacment on large surfaces, like exterior walls?
*synchronous post

no, not at all,.. it just depends on the situation;
But I myself have not tested displacement on large surfaces a lot, but there are for sure applications where Displ. tops modelling speed&quality wise.

threre are many examples in the gallery:
Bubbaloo, for example used displacement on the fireplace wall in the 3dAllusions challenge, which would be an awfull lot of work to model by hand.... and it looks good with displ. :wink:

btw. try using low resolution textures for adaptive displacement first, and only increase resolution when you are not satisfied with the detail it gives you.
/same texture / same settings / downsampled from 2048 to 512 / Benchmark almost tripled:
Image
By Polyxo
#261579
tom wrote:
turbo2000 wrote:Btw, is it stupid to use displacment on large surfaces, like exterior walls?
As long as you subdivide your walls first, it's not a problem.
Tom,
Maxwell displacement is supposed to work mesh density independant. However, there's quite a few examples, which got posted lately which show, that the underlying mesh and its flow are obviously not irrelevant at all...
This feature seems to work flawlessly with the regular quad-meshes found in host programs which work with Subdivison Surfaces.
In Nurbs programs, where meshes are only a display aid, or in Sketchup which does not care about mesh-flow as all faces it produces are planar things seem to be different....
Could you give use some general advice for efficient work with displacement inside of programs which use a less regular mesh-structure than found inside 3DSMax or Cinema4D?

Thank you,

Holger
User avatar
By polynurb
#261582
thnx Max!

I just wanted to illustrate that when the camera would be as far away as on the Photograph Turbo posted, it might actually look similar to the first render.

@polyxo: I don`t know what software you use; I use rhino, and for using displacement, the "custom render mesh option" is a must. I never only use the global tesselation settings for the objects to be displaced.
the mesher options allow me to create a perfect quad mesh structure...

but as we arrived at this point ... I must assume that everything would be a very differtent story if Maxwell could render nurbs directly. :shock:
I know it is a big wish .. propably far in the future, but then no triangle would stand between Maxwell and the reality :D :D
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