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VDISP
VDISP
Started by Dune, May 27, 2013, 07:18:54 AM
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Dune
Fluent in Terragen
Posts: 20,066
Location: Netherlands
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Re: VDISP
#45
July 18, 2013, 08:30:30 AM
Thanks Mick, but I already found it. I added a rotate vector (-90), and that worked. I'll try your shortened setup.
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Dune
Fluent in Terragen
Posts: 20,066
Location: Netherlands
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Re: VDISP
#46
July 18, 2013, 04:03:25 PM
I'm getting the hang of this, but I still don't understand why the shape is dipped at the base. Even if I pull it up more. I'll try dipping it in MUD, see if it comes up then.
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choronr
1k+ Member
Posts: 4,574
Location: Phoenix, Arizona
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Re: VDISP
#47
July 18, 2013, 05:16:47 PM
Very interesting. The arch appears as an accretion composed of many rocks.
inkydigit
1k+ Member
Posts: 5,189
🍄🍄🍄
Location: Bristol UK / Belfast N.Ireland
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Re: VDISP
#48
July 18, 2013, 07:15:47 PM
that arch is excellent!
http://www.inkydigit.net
https://soundcloud.com/idxxiii
http://www.flickriver.com/photos/inkydigit/
http://inkydigit.deviantart.com
TheBadger
1k+ Member
Posts: 7,400
what's the difference?
Location: North of Hell, but not by much.
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Re: VDISP
#49
July 19, 2013, 12:07:30 AM
Good going Ulco, that was a really fast switch!
It has been eaten.
Dune
Fluent in Terragen
Posts: 20,066
Location: Netherlands
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Re: VDISP
#50
July 19, 2013, 02:39:56 AM
Just a simple arch pulled up in Mudbox, made into a 1024x1024 VDISP map,and covered in fake stones. You can't see the seam, which is somewhere in the middle. It's really fun.
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TheBadger
1k+ Member
Posts: 7,400
what's the difference?
Location: North of Hell, but not by much.
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Re: VDISP
#51
July 19, 2013, 02:54:06 AM
Can you make fake stones that are perfectly square, rectangle?!?
It has been eaten.
Dune
Fluent in Terragen
Posts: 20,066
Location: Netherlands
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Re: VDISP
#52
July 19, 2013, 07:39:42 AM
Maybe if you displace them by angled strata shaders....
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j meyer
1k+ Member
Posts: 2,365
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Re: VDISP
#53
July 19, 2013, 01:26:46 PM
As for the dipping unfortunately I haven't had any idea what's causing it.
One thing I'd try though is offsetting the plane in mudbox a small amount
just to see what happens in TG then.
Sorry that I can't be of much help,hope you'll get it sorted soon.
http://orkwarts.wordpress.com/
Dune
Fluent in Terragen
Posts: 20,066
Location: Netherlands
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Re: VDISP
#54
July 19, 2013, 02:45:55 PM
Thanks Jochen. I still got problems. They don't show up as they should.
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Dune
Fluent in Terragen
Posts: 20,066
Location: Netherlands
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Re: VDISP
#55
July 21, 2013, 11:47:02 AM
Here's how they ending up if I make them in Mudbox. Pretty 'not nice'. If I connect the 'normal' way, it looks even more terrible.
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Dune
Fluent in Terragen
Posts: 20,066
Location: Netherlands
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Re: VDISP
#56
July 21, 2013, 11:52:05 AM
One that did turn out nice.
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j meyer
1k+ Member
Posts: 2,365
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Re: VDISP
#57
July 21, 2013, 01:12:49 PM
Just re-read what paq wrote about his mudbox VD workflow over in the other thread.
http://www.planetside.co.uk/forums/index.php/topic,16110.msg157216.html#msg157216
Unfortunately some of his settings in mudbox are not visible in the picture,so you can't
compare everything,but some at least.He has the checkbox for creases and hard edges
ticked and although I can't imagine that this is causing the problems you have I still would
try it,just to be sure.
Theoretically the mudbox VD map should work without swapping channels or rotating a vector,
if I got paq right.
http://orkwarts.wordpress.com/
Dune
Fluent in Terragen
Posts: 20,066
Location: Netherlands
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Re: VDISP
#58
July 22, 2013, 02:49:08 AM
Thanks again, Jochen. I think that may be my problem, using the same sculpt as target mesh for the high poly mesh. Have to try adding an extra plane.
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Dune
Fluent in Terragen
Posts: 20,066
Location: Netherlands
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Re: VDISP
#59
July 22, 2013, 07:39:05 AM
Yes! That was it; make another plane as target. Works like a dream.
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