Mudbox displacement maps in T2

Started by TheBadger, May 17, 2013, 10:25:30 AM

Previous topic - Next topic

TheBadger

#120
Quote from: j meyer on July 11, 2013, 01:08:58 PM
I've done some more tests,but nothing postworthy so far.
There is one thing though I'd like to mention: be aware that you can't use maps
on VDisp terrains,unless you sculpted a really flat terrain.They won't line up correctly,
because it is not a model,but a displaced image and that doesn't have the required
UV coordinates.Also tried to project a simple mask that was captured orthographically,
on a terrain without extreme overhangs,but no joy either.
Didn't realize it earlier although it seems quite obvious now.

But J, you could just paint in Mud (z too?) and use that map on the Vdisp in the exact same way as the Vdisp in Terragen. because the painted texture will line up exactly with the Vmap. Or no? would you not just place a texture node of the painted map over the vdisp node with the exact same coordinates?
I actually haven't tried it yet. But would that not be logical?


Edit oh wait... Duh. If we are talking about projection, then there is no way for the projection to get under the over hang. Right?
So no I guess.

But procedural color and fine displacement will look better anyway, I think.
It has been eaten.

efflux

The problem with Terragen is best decribed by comparing with the end results from other apps in this way - If you do something in Modo, Maya, Max or whatever, it's not really noticeable what app you used. I think even Vue can sometimes be like this although some features can give it away as Vue. However, Terragen renders usually look distinctly Terragen. The reason for this is lack of functions for shaping things uniquely. You start to get used to seeing the same forms. There isn't enough ways to blend things up, distort things, mask stuff etc. It's harder for the artist to put unique looks to scenes. That's why the technique here should definitely be tested further. The more we can bring into Terragen from outside, the better.

paq

I'm wondering if a voxel approach inside terragen could be the next step.

Acropora (http://www.voxelogic.com/) is using this tech, I find the result a little bit too blooby, and the last time I tried is wasnt very fast, especially when modeling large scale terrain.
What is also very important is to have erosion tools working in 3D, so far erosion only work on elevation terrain (2d process).



Gameloft

Dune

The OZ bridge can be done, I'm sure, with a little thinking. I don't have much time, but otherwise....

TheBadger

Im pretty sure that they can all be done ;D
It has been eaten.

chris_x422

As requested :)

Here's an example of vector displacement from sculpting.

It's a useful technique, but like all, it has it's pro's and con's.
As a base sculpt it has to have a flat uv projection, so you have be careful when sculpting to minimise any stretching in the mesh when sculpting, as this also effects the displacement.
The ideal scenario would be to be able to bring in a mesh with accurate uv's that could be subdivided before displacing, which would also open the gates to uv textures for vector sculpts.
Of course, depending on the shot you can use work arounds for texturing and additional sculpted displacement by setting up projection cameras.

Chris

efflux

#126
This is great. Is this a Terragen render? No matter what, this shows exactly why we need this. It shows the awesome openess of form rather than depending on fractals. It means not needing fractals for medium scale surfacing details because if we can get enough detail in the vector displacement then Terragen's fractals can be minimised to smaller details.

My problem at the moment is that I draw or do stuff in 3D Coat. When it comes to creating that in 3D I can do whatever I want in apps such as Modo but with scene size limitations. In Terragen I can't fully realise what I want which constantly drives me away from the app. This is the problem and why Terragen has to be better at handling inporting stuff but it also needs drastic improvement in it's own tools to shape forms procedurally. I have way more control of that in Blender at the moment.

efflux

#127
Scroll down this page and see how Terragen is being easily surpassed in terms of the variation you can get.

http://www.e-onsoftware.com/products/vue/vue_11_complete/?page=0&PrinterFriendly=1

Then under the Terrains section. Blender can even do that easily as well as Vue. In fact I think Blender is much better be it quite slow but Blender has awesome fractal power for the brushes.

My direction at the moment will be with 3D Coat. 3D Coat does in fact have some fractal brushes but they lack a bit of editing power. Nothing like Blender's insane power but 3D Coat can handle the polys. I'm going to see if Andrew at Pilgway can open up those fractals for a bit more power.

chris_x422

Cheers efflux,

The shot was rendered in terragen, the latest beta of tg3.

My feelings on the subject,
I find it rare these days to complete any shot in just one app alone. I've been using tg as part of my workflow for years now as I find it very flexible, great for layout, and handling heavy complex scenes. Almost everything I do relies on heavy art direction or working from concepts, so I think it's just a case of finding a workflow that works for you.
I've also used vue in production and would always lean towards tg given the choice.

efflux

Terragen obviously doesn't need sculpting of terrains. That's much better in a proper sculpting app. I don't want everything bundled in like Vue. It tends to end up a jack of all trades master of none. We need to import any kind of sculpted terrain. However, watch this video from around 03.28 and this is Vue 9. Terragen can't do lots of things you see here. Mojoworld did these things probably a decade ago and Terragen still can't. That's dire. I've been on about some of these things on this forum for years.

http://www.youtube.com/watch?v=ekDXjfwDWR8

efflux

I take it then that Terragen 3 handles imported stuff much better. That's good but some of these other procedural things still need improving. Not even a match for Blender,

j meyer

Hey Chris could you possibly show a screenshot of the sculpted terrain only?

chris_x422

Obviously I can't comment on anything that hasn't been stated in the pre-release material.

I'd just say, don't give up on tg just yet, it's improving in so many ways.

chris_x422

No problem