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By Mr Whippy
#285937
Hi all,

I have had this problem before, trying to simulate the same carpet.

The texutre is about 512x512 greyscale, you can see the dummy in the screenshot mesh for the UVW coords in 3DS Max.

I'm just wondering where the moire pattern is coming from, and why it seems to be following the form of the sub-d mesh.

Image


Does anyone have a solution to this, like a better way to mesh? Should it be made from squares of the same size as much as possible... but surely it will still pinch at the edges?


Thanks

Dave
By JesperW
#285976
No solution unfortunatly, all I can say is I had the same problem as well on my sea surfaces. It seems the displaced surface is oscillating for every other polygon of the underlying object.

In the end I gave up trying to solve it...
By Blitzor
#285977
It has to do with the resolution of the rendered image and the resolution of your bitmap image... Try changing the resolution of either and you will see it go away.
User avatar
By Bubbaloo
#285979
No, it is a problem of non-uniformly sized polygons ranging from very small to large. Try a higher resolution 16 bit displacement map and high precision if you can't get the mesh divided up properly. Try starting with a cube and subdivide it instead of starting with a cylinder.
By Blitzor
#285993
Ah this is displacement which is geometry dependent... Then yes you need listen to the guys that posted above. :P
By Mr Whippy
#286023
Ah, yep, I dropped over an even quad plane about 15cm grid, trimmed the edges and tidied it up, then made the disp map 16bit and it seems much nicer now.

I did notice though that after my sub-div from a 30cm grid to 15cm grid it got a bit of pattern back again, before I used the higher bit disp.map...

Seems to be a combo of relative map/tri sizes and the bit-depth as said. Here is hoping this is made a bit more user friendly in future :)

Dave

So, is this a known issue?