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General => Image Sharing => Topic started by: Dune on June 03, 2015, 02:28:44 AM

Title: Vdisp play
Post by: Dune on June 03, 2015, 02:28:44 AM
A bit of play: I thought to use the same vector displacement file as I used for the mud in the auroch image for some rocky outcrops, just x100. Added some square rocks (available on this forum) et voila. A bit over the top, but somehow I like it.
Title: Re: Vdisp play
Post by: Hannes on June 03, 2015, 02:57:16 AM
That looks awesome, Ulco!!! I have to say that I never tried vector displacement so far. Is there any tutorial or a thread with a description on how to use it?
Title: Re: Vdisp play
Post by: Dune on June 03, 2015, 03:09:53 AM
Thanks Hannes. There are some threads about vdisp, but it's actually quite easy. In mudbox (for one) you can pull out shapes in a subdivided plane, the add a base lores plane, and have a (world space) vector displacement map extracted (calculates the difference). This is a 32-bit color tif or exr (mine was only 8Mb). Import it using an image map shader, set colors to 'are lineair', set a decent size and attach to a vector displacement shader. I only had to negate the Z for this to work properly (don't know why). Then set size of displacement. Etcetera...
Title: Re: Vdisp play
Post by: N-drju on June 03, 2015, 03:45:56 AM
These look like stone guardians. :) Wish I could do that sort of rocks...
Title: Re: Vdisp play
Post by: mhaze on June 03, 2015, 03:51:06 AM
Brilliant and fun!
Title: Re: Vdisp play
Post by: Hannes on June 03, 2015, 04:05:53 AM
I just wanted to ask what a lores plane is. Thank goodness my brain started working and I realized that you mean low resolution and not some mystical traditional knowledge plane  :-[ :-[ :-[
Embarrassing...
Now I'll have to find out how to create a vdisplacement map in some other app, since I don't have Mudbox. Exploring the forum...
Title: Re: Vdisp play
Post by: Dune on June 03, 2015, 05:03:26 AM
I don't know what other software can make these maps. I tried painting them in photoshop (RGB layers each with some blurry structure, set to 32-bit), but that's very primitive. This might interest you, just found it: https://support.solidangle.com/display/AFMUG/Vector+Displacement (https://support.solidangle.com/display/AFMUG/Vector+Displacement)
Title: Re: Vdisp play
Post by: Hannes on June 03, 2015, 05:14:20 AM
Thanks, Ulco! Very interesting! And there's a vdisplacement map for downloading I can play with. You'll see a lot of ears in the near future... ;)
Title: Re: Vdisp play
Post by: Dune on June 03, 2015, 05:20:43 AM
 :D
Title: Re: Vdisp play
Post by: Kadri on June 03, 2015, 09:19:31 AM

I like this very much Ulco.Looks sweet.
Title: Re: Vdisp play
Post by: Hetzen on June 03, 2015, 09:25:52 AM
Works really well Ulco.  :)
Title: Re: Vdisp play
Post by: fleetwood on June 03, 2015, 10:37:50 AM
Nice. Like the way the man's head and torso echo the shape of the rocks, or do the rocks echo the shape of the man ?
I hope rocks like that are legal where you live :)
Title: Re: Vdisp play
Post by: j meyer on June 03, 2015, 12:29:06 PM
Cool,I like it.
Title: Re: Vdisp play
Post by: TheBadger on June 03, 2015, 12:51:07 PM
very cool. Love these rocks for the most part.
What happened at the top of the spire the man is standing on? Looks like you tried to hide it with the tree, but I am curious what is the cause.

Also, the red just below that, made me think that there should be a cave style painting there!
Title: Re: Vdisp play
Post by: bobbystahr on June 03, 2015, 11:41:51 PM
Quote from: Hannes on June 03, 2015, 05:14:20 AM
Thanks, Ulco! Very interesting! And there's a vdisplacement map for downloading I can play with. You'll see a lot of ears in the near future... ;)

I'm all eyes...hee hee hee
Title: Re: Vdisp play
Post by: Dune on June 04, 2015, 01:34:42 AM
You know, Michael, I was thinking exactly the same as you about the cave painting. Seriously. The bulging top is a bit lower poly due to the lopoliness of that particular lobe in the mesh. I think. I have to experiment with higher density and see what that does to the map, in relation to the size of the final map (which is small in this case).
Title: Re: Vdisp play
Post by: bobbystahr on June 04, 2015, 01:56:26 PM
Quote from: Dune on June 03, 2015, 03:09:53 AM
Thanks Hannes. There are some threads about vdisp, but it's actually quite easy. In mudbox (for one) you can pull out shapes in a subdivided plane, the add a base lores plane, and have a (world space) vector displacement map extracted (calculates the difference). This is a 32-bit color tif or exr (mine was only 8Mb). Import it using an image map shader, set colors to 'are lineair', set a decent size and attach to a vector displacement shader. I only had to negate the Z for this to work properly (don't know why). Then set size of displacement. Etcetera...

Playing about with this with varying results. I found a few of those coloured maps on google and in Photoshop made them 32 bit and saved as both .exr and .tif. About 2 M from the .exr but 20 something M for the .tif, but I'm going with it as that's way more info and it seems to work O K. Will post a test render when I complete one.
Title: Re: Vdisp play
Post by: bobbystahr on June 04, 2015, 01:57:15 PM
Has anyone tried Normal maps?
Title: Re: Vdisp play
Post by: Clay on June 04, 2015, 02:20:36 PM
Pretty cool!
Title: Re: Vdisp play
Post by: Dune on June 05, 2015, 01:32:44 AM
I did another shape in Mudbox yesterday, and posted the 32-bit file in file sharing. So grab it and test it out. Here's what I made of it with some strata and displacements.
Title: Re: Vdisp play
Post by: Hannes on June 05, 2015, 01:55:01 AM
Looks great. Interesting thread!!
Title: Re: Vdisp play
Post by: bobbystahr on June 05, 2015, 09:42:28 AM
Quote from: Dune on June 05, 2015, 01:32:44 AM
I did another shape in Mudbox yesterday, and posted the 32-bit file in file sharing. So grab it and test it out.

My hero...thanks Ulco...
Title: Re: Vdisp play
Post by: DocCharly65 on June 06, 2015, 11:50:52 AM
Great!

I like the first one a bit more, because the haze seemes more relistic in that scene to me. But both are cool!
Title: Re: Vdisp play
Post by: bobbystahr on June 06, 2015, 03:29:57 PM
Quote from: Dune on June 05, 2015, 01:32:44 AM
I did another shape in Mudbox yesterday, and posted the 32-bit file in file sharing. So grab it and test it out. Here's what I made of it with some strata and displacements.

This is a cool way to model terrain but I am having a problem, likely through not knowing what I'm doing yet, but any ideas on why I'm getting isolated(to only this spot it seems) tearing in the vector displacement?
Title: Re: Vdisp play
Post by: Dune on June 07, 2015, 02:29:52 AM
What do you mean by tearing? Your camera isn't under surface, by any chance? The map can be blown up if you set displacement too high, it's all in some kind of proportion. With 500m and displacement 1 it works, but if you reduce the area to 5m displacement should also be reduced.
Title: Re: Vdisp play
Post by: bobbystahr on June 08, 2015, 08:59:37 AM
Well I started fresh and got a scene to render, set it up for an overnight render and it was maybe 20% done in 6:30. Does that seem long on a 1280x720, D .6 AA 4 ? Does using Vector Displacement slow TG 3 down?
Title: Re: Vdisp play
Post by: bobbystahr on June 08, 2015, 09:01:42 AM
Quote from: Dune on June 07, 2015, 02:29:52 AM
What do you mean by tearing? Your camera isn't under surface, by any chance? The map can be blown up if you set displacement too high, it's all in some kind of proportion. With 500m and displacement 1 it works, but if you reduce the area to 5m displacement should also be reduced.

Looking back on that .tgd I noticed I'd sized the image map to 2048x2048. Likely that was my error. Thanks for the input
Title: Re: Vdisp play
Post by: Dune on June 08, 2015, 11:13:03 AM
6+ hours for only 20% of such small a render is very long. Depends on your machine of course. My i7 turned the last 2 images out in half an hour each, detail 0.7, AA6. I don't think it really slows the rendering. Vey small additional displacements do.
Title: Re: Vdisp play
Post by: bobbystahr on June 08, 2015, 11:47:18 AM
Quote from: Dune on June 08, 2015, 11:13:03 AM
6+ hours for only 20% of such small a render is very long. Depends on your machine of course. My i7 turned the last 2 images out in half an hour each, detail 0.7, AA6. I don't think it really slows the rendering. Vey small additional displacements do.

Thanks man, guess it's a sick old dual core AMD that's draggin me down...
Title: Re: Vdisp play
Post by: bobbystahr on June 08, 2015, 05:43:54 PM
Anyone try this with a Lake? Here's my quick n dirty test. I've added the .tgd  as if you dl'd the map from Dune, that's the only image in the pic.
Title: Re: Vdisp play
Post by: choronr on June 09, 2015, 02:55:49 PM
Quote from: Dune on June 03, 2015, 02:28:44 AM
A bit of play: I thought to use the same vector displacement file as I used for the mud in the auroch image for some rocky outcrops, just x100. Added some square rocks (available on this forum) et voila. A bit over the top, but somehow I like it.
These images are special!
Title: Re: Vdisp play
Post by: Dune on June 11, 2015, 01:49:37 AM
Added the same vdisp setup to this scene; water without water shader  ;)
Title: Re: Vdisp play
Post by: archonforest on June 11, 2015, 02:40:37 AM
That is a nice one :)
Title: Re: Vdisp play
Post by: bobbystahr on June 11, 2015, 08:17:27 AM
Quote from: Dune on June 11, 2015, 01:49:37 AM
Added the same vdisp setup to this scene; water without water shader  ;)

Awesome, guess that cuts render time a bit as well. Love the pier ripples...."without water" how was the transparency done then Ulco
Title: Re: Vdisp play
Post by: Dune on June 11, 2015, 12:06:31 PM
There is no transparency  8)
Title: Re: Vdisp play
Post by: bobbystahr on June 11, 2015, 12:23:46 PM
Quote from: Dune on June 11, 2015, 12:06:31 PM
There is no transparency  8)

D'oh...reflective shader...heh heh heh...thanks for the virtual slap up the side of my head  ::)
Title: Re: Vdisp play
Post by: choronr on June 11, 2015, 12:41:12 PM
We've seen you come up with something similar to this on a few past occasions; very nice.
Title: Re: Vdisp play
Post by: bobbystahr on June 12, 2015, 04:22:45 PM
Here's one I tried with Ulco's map on Cube a flattened a lot proportional to the width. I warped the map previous to entering the VDisp shader and found you cam get slight overhang on the waves by + or - on the X...I used -2. clip attached. If using it on a cube the map should have the same coords as the cube. The render has a close up of the waves and the shack is moved because close up i noticed rock in wall syndrome.