PhasmaCeritus Posted March 4, 2011 Share Posted March 4, 2011 Hi, I have test object with UV's and mantra shader. I am applying tiled texture to color and displacement. And I keep getting displacement artifacts where I have a seam on UV's. It seams that texture is being wrapped correctly and then squeezed again in between 0 and 1 U values on the same point. Please see example attached Let me know what I am doing wrong and how to fix it. Thanks! DispTest.zip Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted March 5, 2011 Share Posted March 5, 2011 Convert it to polygons, I've never used a mesh to render with in Houdini, so I guessed that was what was doing it. On your convert node use the option interpolate through hull, for the optimum amount of polys. I believe since the render engine converts to polys, it was getting confused with the mesh. Also if you have these type of problems, make sure your face normals, are going the same direction as your point normals. Sometimes they can get flip flopped depending on the geo. Your seemed to be that way with the mesh, which is why I converted it to polys first, since that gives every face a normal, unlike mesh's or nurbs. Displacement is dependent on the normals so if your faces, or point normals are funky then that is a likely culprit, even if your shader has the normals normalized. BYTW, nice use of the lock node, lol, I've never seen it used like that. 1 Quote Link to comment Share on other sites More sharing options...
PhasmaCeritus Posted March 5, 2011 Author Share Posted March 5, 2011 Thanks for explaining what's happening under the hood, that was really helpful totally saved me Convert it to polygons, I've never used a mesh to render with in Houdini, so I guessed that was what was doing it. On your convert node use the option interpolate through hull, for the optimum amount of polys. I believe since the render engine converts to polys, it was getting confused with the mesh. Also if you have these type of problems, make sure your face normals, are going the same direction as your point normals. Sometimes they can get flip flopped depending on the geo. Your seemed to be that way with the mesh, which is why I converted it to polys first, since that gives every face a normal, unlike mesh's or nurbs. Displacement is dependent on the normals so if your faces, or point normals are funky then that is a likely culprit, even if your shader has the normals normalized. BYTW, nice use of the lock node, lol, I've never seen it used like that. Quote Link to comment Share on other sites More sharing options...
smaugthewyrm Posted March 6, 2011 Share Posted March 6, 2011 am embarrassed to admit that i could not get passed the locked geo sop. it appeared to be totally empty. Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted March 6, 2011 Share Posted March 6, 2011 am embarrassed to admit that i could not get passed the locked geo sop. it appeared to be totally empty. lol, it's kind of weird, if you don't unlock it's fine. I understood it could cache something of that nature, but I never looked at a file where that is all I receive. I guess caching saves to local memory while locking actually saves it to file. I was scratching my head wondering how it wasn't an otl. Quote Link to comment Share on other sites More sharing options...
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