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Trouble with a material.

Posted: Mon Apr 14, 2008 3:05 pm
by Bubbaloo
I created a displacement slate tile material for a scene I'm working on and it is exhibiting some strange behavior in the grout lines.
Here's the trouble:
Image

And here is the isolated fireplace, rendered with sun as the only light source:
Image
Isolated, it works correctly...

I checked the geometry to make sure there were no coincident faces, and the mesh is subdivided to about 2 or 3 inch polygons all over:
Image
Do you think maybe there are some polygons that need to be divided again because they are too rectangular?

Any thoughts on this will be appreciated!

Posted: Mon Apr 14, 2008 8:26 pm
by JCAddy
That material kicks arse!

Can you show a wireframe of the fireplace with everything else turned on in your scene?

Posted: Mon Apr 14, 2008 8:40 pm
by Bubbaloo
Thanks, Jason. Here's the wire:
Image

Any ideas?
What's strange is, it happens on the fireplace, but not the columns which are subdivided the same. I can do some cleanup in PS to correct it, but you know, I shouldn't have to, right? It's a matter of principal... :lol: Or my stubborn-ness.

Posted: Mon Apr 14, 2008 10:22 pm
by KurtS
try to check "adaptive" in the displacement layer.

Posted: Tue Apr 15, 2008 12:08 am
by Bubbaloo
KurtS wrote:try to check "adaptive" in the displacement layer.
Nope, Kurt, that didn't do it. I can't figure it out.

Posted: Tue Apr 15, 2008 6:49 am
by Mihai
You have interpolation on or off? Show a piece of the displacement texture at 100%, it would help. Also is it 8 bit or 16 bit?

Posted: Tue Apr 15, 2008 8:55 am
by Fernando Tella
Could it be some hidden geometry that shows in render? It happened to me once that a copy (or an instance, can't remember now) of an object which was hidden in viewport showed in render no matter what I did.
Is there something hidden in that place?

Posted: Tue Apr 15, 2008 2:45 pm
by Bubbaloo
Mihai wrote:You have interpolation on or off? Show a piece of the displacement texture at 100%, it would help. Also is it 8 bit or 16 bit?
Here's the full displacement map (16 bit):
http://www.divshare.com/download/4260178-649

Filtering off, smoothing on, height 1cm absolute, offset 1.0, precision 64.

Grout color has it's own weight mapped layer.

I will do a test to see if offset 0.0 helps. I have offset 1.0 because I wanted the whit parts of the displacement map to be the outside edge and the grout lines to sink in 1 cm.

Posted: Tue Apr 15, 2008 2:47 pm
by Bubbaloo
Fernando Tella wrote:Could it be some hidden geometry that shows in render? It happened to me once that a copy (or an instance, can't remember now) of an object which was hidden in viewport showed in render no matter what I did.
Is there something hidden in that place?
That's what I thought, too, but I checked and didn't find anything there.

Posted: Tue Apr 15, 2008 5:48 pm
by Mihai
Brian since the lines are so thin in the texture, I think you need to increase the precision. Also turning smoothing off might help in this case. When rendering the higher rez, there are very few pixels in the texture to accurately displace the geometry, so perhaps smoothing off might help and since the displacement geometry is flat, smoothing is not needed.

You could also keep the texture at 2048, but have it contain 4 times less tiles (so then make the lines 4 times thicker), then just tile the map 4 times on the geometry.

Posted: Tue Apr 15, 2008 5:55 pm
by Bubbaloo
Ok, I will try your suggestions. Thanks!

Posted: Tue Apr 15, 2008 8:00 pm
by Bubbaloo
Whoopty-doo!

Here's a scene I have been working on today:
Image

What de heck is goin on?

Posted: Tue Apr 15, 2008 8:02 pm
by KurtS
developing your own style? ;)

Posted: Tue Apr 15, 2008 8:02 pm
by Bubbaloo
Here's a preview of the material:
Image

Posted: Tue Apr 15, 2008 8:03 pm
by Bubbaloo
KurtS wrote:developing your own style? ;)
Yeah, that's some fancy brickwork, huh...