- Thu Feb 24, 2011 5:49 am
#338324
Hello, I'm trying to learn how to use Displacement maps and I find that the Displacement height setting doesn't make sense to me.
So, if I understand how it works, I either get to choose a percentage of the longest edge of the associated object’s bounding box, or centimeters. thats it?
I'm trying to build a material to generate Aluminum Flex Conduit. My reference has an outside circumference of about 6.76cm, with ridges that have a depth of about .218cm deep. My UV map wraps around the circumference seamlessly once then tiles down the length. So, in my settings I used Tile XY Relative, with the map set to repeat once in X (around circumference) and 2.271 down it's length (it's not square) Now I'm trying the best way to determine how deep the displacement should be, and it's proving to be rather complicated... The percentage option at first seemed like the best option, but it just doesn't work, since it's using the longest bounding box edge of the entire model, not the UV tile size's X or Y side.... In the image below you can see I have a long section of this tube, so it's longest bounding box edge is VERY big relative to the small edges, yet ultimately this has nothing to do with the depth of the gaps. Besides the depth just goes nuts even at less than 1%, and since the entry fields force you to go to only 1 place that doesn't help... So that wasn't an option on my model, though it makes a nice render on the preview sphere...
Why don't we have a way to set it's depth as a percentage of a tile's X or Y? It would be great if the depth scaled perfectly with lets say the X tile size. (or y) I could then just say it's 3.23%, (if I'm doing my math right) and it would look the same on any size of tube.
The really mind bending part at the moment is, I'm currently using a depth of 7.7cm!?! (with tile at relative 1 to wrap it once around the tube) and it's actually starting to look about right! (not at all ok in the texture previews however) I came up with 7.7cm through trial and error, when % failed me, and the real depth of .218cm (that gets rounded to .2!) showed nothing much... 7.7cm can't be right, yet there it is in my sample image looking very similar to the real thing... (insert Twilight Zone music here) ok, i'm not a math whiz...

So, if I understand how it works, I either get to choose a percentage of the longest edge of the associated object’s bounding box, or centimeters. thats it?
I'm trying to build a material to generate Aluminum Flex Conduit. My reference has an outside circumference of about 6.76cm, with ridges that have a depth of about .218cm deep. My UV map wraps around the circumference seamlessly once then tiles down the length. So, in my settings I used Tile XY Relative, with the map set to repeat once in X (around circumference) and 2.271 down it's length (it's not square) Now I'm trying the best way to determine how deep the displacement should be, and it's proving to be rather complicated... The percentage option at first seemed like the best option, but it just doesn't work, since it's using the longest bounding box edge of the entire model, not the UV tile size's X or Y side.... In the image below you can see I have a long section of this tube, so it's longest bounding box edge is VERY big relative to the small edges, yet ultimately this has nothing to do with the depth of the gaps. Besides the depth just goes nuts even at less than 1%, and since the entry fields force you to go to only 1 place that doesn't help... So that wasn't an option on my model, though it makes a nice render on the preview sphere...
Why don't we have a way to set it's depth as a percentage of a tile's X or Y? It would be great if the depth scaled perfectly with lets say the X tile size. (or y) I could then just say it's 3.23%, (if I'm doing my math right) and it would look the same on any size of tube.
The really mind bending part at the moment is, I'm currently using a depth of 7.7cm!?! (with tile at relative 1 to wrap it once around the tube) and it's actually starting to look about right! (not at all ok in the texture previews however) I came up with 7.7cm through trial and error, when % failed me, and the real depth of .218cm (that gets rounded to .2!) showed nothing much... 7.7cm can't be right, yet there it is in my sample image looking very similar to the real thing... (insert Twilight Zone music here) ok, i'm not a math whiz...

Maxwell 2.5.1.1 OSX 64bit • Sketchup Pro 8
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Don't anthropomorphize computers.
They hate that.
Mac Pro • 2.66GHz x2 Dual-Core Xeon • 8GB • Mac OS 10.7.1
Don't anthropomorphize computers.
They hate that.