blackchicken Posted December 10, 2009 Share Posted December 10, 2009 Hello There is problem with displacement, I cant find any parameter which will help me. Render as mantra subD or more tesselation on based model, no much change, I need some extra tesselations. Map is only text, little blured for helping displacement. I solve problem, model text with poly and animate extruding.Then standart smoothing subdivide. Thats only one text, if it will be more texts, I need definitely much more flexible workflow, displacement (: I saw somewhere tire of sport car mapped with texture and Vray displacement, and sharp edges were briliant, Im confident that I must miss something. Problem is much more visible, becouse of shader is based only on speculars, and thats painful for displace in this case ): there is little hip file. Thanks a lot...BC... DISPLACE.ZIP Quote Link to comment Share on other sites More sharing options...
DaJuice Posted December 10, 2009 Share Posted December 10, 2009 Hi blackchicken, should be a simple fix: Object paramater > Render > Dicing > increase Shading Quality Quote Link to comment Share on other sites More sharing options...
symek Posted December 10, 2009 Share Posted December 10, 2009 (edited) Hello There is problem with displacement, I cant find any parameter which will help me. Render as mantra subD or more tesselation on based model, no much change, I need some extra tesselations. Map is only text, little blured for helping displacement. I solve problem, model text with poly and animate extruding.Then standart smoothing subdivide. Thats only one text, if it will be more texts, I need definitely much more flexible workflow, displacement (: I saw somewhere tire of sport car mapped with texture and Vray displacement, and sharp edges were briliant, Im confident that I must miss something. Problem is much more visible, becouse of shader is based only on speculars, and thats painful for displace in this case ): there is little hip file. Thanks a lot...BC... Tessellation has nothing to do with displacement in Mantra. As already said, shading quality is a parameter you should take closer look at. Also blurring displacement map can be done in filter option in a shader. Quite often 16bit texture makes a difference also, since 8 bit produces steppy edges on curvatures. Edited December 10, 2009 by SYmek Quote Link to comment Share on other sites More sharing options...
blackchicken Posted December 19, 2009 Author Share Posted December 19, 2009 Perfect, thanks a lot, dicing and filter combination solve a lot, thanks for tip with 16bit texture....BC... Quote Link to comment Share on other sites More sharing options...
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