Object procedural texturing issue

Started by Hannes, October 13, 2020, 01:33:36 AM

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Hannes

Thanks, Jordan and Ulco!

Here is something I'm working on at the moment: a worn and rusty painted metal material.
On the left shaderball I unchecked "use smooth normals" to get the unfaceted look of the power fractal. Unfortunately the object is faceted. Not too obvious, but visible.
The right shaderball has the same texture applied, except "Distort by normal" unchecked, and apart from that I made the smallest scale of the PF even smaller, because the blotchy shapes in the shader to the left, which looked very good to me, were too even and looked really bad without distortion.

I really like the look on the left object. It looks more like paint. The shader of the right object looks more like a weird planet surface.

Btw I sent a bug report about that.

WAS

Yeah the distort by normal definitely gives a better look in this case. More paint like.

Hannes

I increased the smallest scale again a bit, and I think it's a nice compomise. I'll put it into the file sharing section.

Matt

Quote from: Dune on October 14, 2020, 01:36:44 AMOn another note; I also wondered if the automatic recalculation of normals shouldn't be to off as default. I don't actualy know if it is (will check later), but I often recalculate my normals in Poseray carefully for each part, and don't need it messed up by an average recalculation (no offence for the feature).

EDIT: I think I got it; it only recalculates after a mesh displacer has been added. So does nothing if just importing?

"Recalculate normals" on the object's Mesh Modifiers tab only applies when it's applying a mesh displacer or an MDD file, otherwise it does nothing. Even when it is used, some of the options preserve some characteristics from the original file's normals and don't necessarily smooth everything: https://planetside.co.uk/wiki/index.php?title=OBJ_Reader#Mesh_Modifiers_Tab
Just because milk is white doesn't mean that clouds are made of milk.

Matt

There is a known issue with "Distort by normal" on imported objects. At the moment it relies on the underlying geometry to be smooth as it is with the built-in displaceable objects (e.g. Planet, Cube etc.) but that isn't true with imported polygon models so it produces discontinuities.
Just because milk is white doesn't mean that clouds are made of milk.

WAS

Quote from: Matt on October 14, 2020, 04:31:12 PMAt the moment it relies on the underlying geometry to be smooth

Which makes sense high poly models seem to look fine, as those polygons are so dense you can't see any continuity issues. I don't get any of these issues on the same shader ball I shared years ago on the high poly version I exported.

Seems the industry is moving away from "low poly" objects anyways, even in Unreal Engine with dynamic mesh poly calculation based on z depth. UE5 expects as high as poly objects as possible.

WAS

Zooming in on the object you can barely make out the problem issue. Though this couldn't be subdivided anymore [in poseray, a proper 64bit application may be able to] so a real fix would be prudent.

Hannes


Hannes

Seems the facets are still there, even when "Distort by normal" is unchecked, as long as "Lead-in warp effect" is not set to "None".
Probably for the same reason.

Dune

Thanks Matt! And sorry for not reading up beforehand :P 
And your compromise looks good, Hannes.