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 Post subject: Trouble with a material.
PostPosted: Mon Apr 14, 2008 3:05 pm 
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Location: Tulsa, Oklahoma
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!

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 Post subject:
PostPosted: Mon Apr 14, 2008 8:26 pm 

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That material kicks arse!

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

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 Post subject:
PostPosted: Mon Apr 14, 2008 8:40 pm 
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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.

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 Post subject:
PostPosted: Mon Apr 14, 2008 10:22 pm 
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try to check "adaptive" in the displacement layer.


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 Post subject:
PostPosted: Tue Apr 15, 2008 12:08 am 
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KurtS wrote:
try to check "adaptive" in the displacement layer.

Nope, Kurt, that didn't do it. I can't figure it out.

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 Post subject:
PostPosted: Tue Apr 15, 2008 6:49 am 
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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?

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 Post subject:
PostPosted: Tue Apr 15, 2008 8:55 am 
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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?

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 Post subject:
PostPosted: Tue Apr 15, 2008 2:45 pm 
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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.

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 Post subject:
PostPosted: Tue Apr 15, 2008 2:47 pm 
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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.

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 Post subject:
PostPosted: Tue Apr 15, 2008 5:48 pm 
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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.

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 Post subject:
PostPosted: Tue Apr 15, 2008 5:55 pm 
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Ok, I will try your suggestions. Thanks!

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 Post subject:
PostPosted: Tue Apr 15, 2008 8:00 pm 
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Whoopty-doo!

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

What de heck is goin on?

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 Post subject:
PostPosted: Tue Apr 15, 2008 8:02 pm 
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developing your own style? ;)


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 Post subject:
PostPosted: Tue Apr 15, 2008 8:02 pm 
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Here's a preview of the material:
Image

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 Post subject:
PostPosted: Tue Apr 15, 2008 8:03 pm 
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KurtS wrote:
developing your own style? ;)


Yeah, that's some fancy brickwork, huh...

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