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General => Open Discussion => Topic started by: AP on October 15, 2015, 07:10:15 PM

Title: Real-Displacement-Textures
Post by: AP on October 15, 2015, 07:10:15 PM
https://www.artstation.com/artwork/real-displacement-textures
Title: Re: Real-Displacement-Textures
Post by: Upon Infinity on October 15, 2015, 07:17:56 PM
Good stuff.  I came across these guys quite awhile ago: http://photosculpt.net/ They do similar stuff.  I have a few of their textures but I think its beyond TG's capability to perform it.
Title: Re: Real-Displacement-Textures
Post by: TheBadger on October 16, 2015, 12:32:36 AM
Quote
John Chen
VFX Artist
The sand looks great man, how much of the lighting is baked in the color info?
12 days ago

Christoph Schindelar
3D-Generalist, Trainer, Freelancer, Artist
Not much - I scans only with very diffuse light - on cloudy days or simmilar. So you can perfectly relight from every direction.
There is also a AO-map designed by the scan-depth-information - if you add this inverted to the diffuse you can light up the parts that are naturally darker - but I would not. The demos are relative simply shaded - no filters no layers

Quote
Christoph Schindelar
3D-Generalist, Trainer, Freelancer, Artist
Thanx a lot for the great response wink
I planed a pack of 30 surfaces - should be ready in within a month.
Of course there will be free demos for testing
.
I'll keep you informed.
emphasis mine

I would like to know more about the exact process, even more than I want to get my hands on the demo textures... Which I do want to get a look at.

Title: Re: Real-Displacement-Textures
Post by: AP on October 16, 2015, 01:36:37 AM
This is the type of realism that i drool over.
Title: Re: Real-Displacement-Textures
Post by: TheBadger on October 21, 2015, 04:20:20 PM
I keep checking back on this. No release yet. But here is his portfolio if you missed it. https://www.artstation.com/artist/chris-3d
Title: Re: Real-Displacement-Textures
Post by: TheBadger on October 21, 2015, 04:31:31 PM
Oops, he did release a demo.
https://www.artstation.com/artwork/O3gGe

Not sure how you can us this in tg. But lets have a look shall we?
Title: Re: Real-Displacement-Textures
Post by: WAS on October 21, 2015, 05:10:48 PM
I also found this the other day which is related in the 3D scan and displacement area.

http://www.surfacemimic.com/gallery/
Title: Re: Real-Displacement-Textures
Post by: TheBadger on October 21, 2015, 05:33:39 PM
Here is a TG test of the demo texture on TG rock object.


I am very curious about what normal maps could do in TG if they were supported? Of course this test is all bump. Real displacement explodes the TG rock object and ruins the lighting.
Title: Re: Real-Displacement-Textures
Post by: TheBadger on October 21, 2015, 05:53:50 PM
real Dis
Title: Re: Real-Displacement-Textures
Post by: Oshyan on October 21, 2015, 06:15:19 PM
You have to enable Smooth Normals for it not to explode.

- Oshyan
Title: Re: Real-Displacement-Textures
Post by: TheBadger on October 21, 2015, 07:09:36 PM
Oh yeah, forgot about that conversation. Ill try it after this render is finished. I applied the textures to the tg terrain. Looks pretty good. But I think the river stone textures and the sand textures in the op would be much more fun to play with!
Title: Re: Real-Displacement-Textures
Post by: TheBadger on October 21, 2015, 07:19:48 PM
Here is the TG terrain ground test. Worked really well I think. Of course I am not doing anything that has not been done before, other than trying this guys textures in TG. But I am am having fun for no reason at all. So  :)
Title: Re: Real-Displacement-Textures
Post by: TheBadger on October 21, 2015, 08:40:49 PM
K, board with it now  ;D But here it is. Could easily make it better, but as I said...

15min render, color corrected.
Title: Re: Real-Displacement-Textures
Post by: AP on October 21, 2015, 09:15:18 PM
It does not look as clean as the renders at that site so i have to wonder if terragen is doing something internally to the texture maps?
Title: Re: Real-Displacement-Textures
Post by: TheBadger on October 21, 2015, 11:08:28 PM
just lower the displacement value is all. I set it higher than they would have. The first object test about with real displacement shows it more like it was meant to look.
Title: Re: Real-Displacement-Textures
Post by: AP on October 22, 2015, 01:07:30 AM
Is that what you did, OK.    :)   
Title: Re: Real-Displacement-Textures
Post by: Dune on October 22, 2015, 02:39:06 AM
I'm following this with interest, but don't quite understand waht this guy is doing. Making photographs and having some algoritm to produce displacement maps/normal maps? Bake that into the photo somehow? Won't this get very repetitive over larger areas? Apart from the pebbles a lot can be done procedurally, IMHO.
Title: Re: Real-Displacement-Textures
Post by: AP on October 22, 2015, 04:07:41 AM
Here is one of his quotes...

"I made some test with vector displacement textures and it worked well, but for this pack I only planed a simple displacement in normal direction. The reason is also that some engines still not support vd.
Possibly in future or for costumer orders I can do this."

Christoph Schindelar
Title: Re: Real-Displacement-Textures
Post by: Dune on October 22, 2015, 06:27:29 AM
So, they're floating 32-bit exr or tiff files with texture plus normals in one file somehow?
Title: Re: Real-Displacement-Textures
Post by: AP on October 22, 2015, 07:17:29 AM
I'm not certain. I have to look into this some more if there is more information available that is.
Title: Re: Real-Displacement-Textures
Post by: j meyer on October 22, 2015, 12:13:09 PM
Quote from: Dune on October 22, 2015, 06:27:29 AM
So, they're floating 32-bit exr or tiff files with texture plus normals in one file somehow?

Nope,just the usual stuff.Colour map ,displ map,etc, all separate files.

Title: Re: Real-Displacement-Textures
Post by: Dune on October 22, 2015, 12:15:17 PM
Thanks, Jochen. So this software makes the displacement map out of the photo? That's something Pixplant (or Crazybump) can do as well. I try to understand this guy's work, that's all, because it looks really good.
Title: Re: Real-Displacement-Textures
Post by: j meyer on October 22, 2015, 12:32:46 PM
He says something about scanning.And he mentions polycounts.
Sounds to me like he is deriving his displ maps from objects which
are based on scan data.Thus matching the foto texture.
But I'm just guessing.
Title: Re: Real-Displacement-Textures
Post by: PabloMack on October 22, 2015, 02:44:20 PM
I'm not sure I understand. Is the "displacement" that is going on here happening at the surface of the individual stones or is the whole layer of stones considered to be a displacement of the ground layer? I suspect it is the latter since the "wheel" is being coated with a layer of rocks? I wish I could do this with leaf litter.
Title: Re: Real-Displacement-Textures
Post by: TheBadger on October 22, 2015, 04:15:35 PM
He is doing the same thing, in effect, as you would do with 123D catch, but making standard maps of the processed obj.

Just download the demo file. I posted a link on the first page.

Ulco,
Yes it becomes repetitive. Just use the files (when more are available) in the immediate foreground and let TG do the rest.
And yes, he is creating files that you can get from crazy bump. But the files you get from crazy bump are dependent on the quality of the source, getting sources like he is using is not fast or easy. The detail he is capturing in the first place is what makes the end result so good... At least in other apps (as the example renders show)

On a side note. Crazy bump crashes on me when I lode any of his images into it. They open, but once the 3d preview starts it crashes.

...

The only real problem with the demo, is that its not as interesting as his example images. Hope he will release a few more soon. I really want to see if I can recreate his sand in TG! This one:https://cdn1.artstation.com/p/assets/images/images/001/291/781/large/christoph-schindelar-testrender-01.jpg?1443926897  8)
Title: Re: Real-Displacement-Textures
Post by: Dune on October 23, 2015, 01:46:42 AM
I think you can do this in TG if you do enough variation in PF's and blends.
Title: Re: Real-Displacement-Textures
Post by: TheBadger on October 23, 2015, 05:31:36 PM
Even if you could, which I seriously doubt, it would not be worth it. I assume you are talking about the sand image? I have never seen that level of detail in any TG render (where the effect is procedural) of almost any subject.
Title: Re: Real-Displacement-Textures
Post by: AP on October 23, 2015, 07:10:11 PM
One thing for certain is we would need more noise flavours just for the particular shapes and patterns. Improved types of distortion might help also. Better lighting as well, photometric which Matt mentioned in another thread i think. Also, a color gradient editor with image importing for color sampling.
Title: Re: Real-Displacement-Textures
Post by: TheBadger on October 23, 2015, 11:04:24 PM
Also, don't forget these
https://www.artstation.com/artwork/yAAVx
https://www.artstation.com/artwork/zzmD2

To me, it remains absurd to try and create ground debris as objects, and to me, it feels obviously impossible to do so using procedurals, such as things are. Although I can at least imagine PlanetSide making presets for such things as they do stones, for example... At least that seems possible. But otherwise, this is about as good a solution as I have ever heard.
Title: Re: Real-Displacement-Textures
Post by: AP on October 23, 2015, 11:15:24 PM
I had seen that and it's very nice. We would need a vegitation software as a plugin so in effect that plugin can be integrated within Terragen in such a way to create procedural vegetation including mixed ground debris populations.

I don't want stone objects as much as i want a more advanced fake stone shader.    :)

The rock object is a pain to use and honestly i do not see anyone using it that i am aware of.
Title: Re: Real-Displacement-Textures
Post by: Dune on October 24, 2015, 03:41:04 AM
Ground debris is another story of course, but I still would like to try my hand at some of the shown sand structures (if time permits). Using some well taken photo's and derived displacement maps in combination with TG ground can be very nice, but only in front and sparsely used. I used the stone pop for some wood splinters and branches in some renders, in a bit of distance that works fine, but you can't populate huge areas, or you can have a holiday whilst populating.

Sand, huh...
Title: Re: Real-Displacement-Textures
Post by: TheBadger on October 24, 2015, 06:12:10 AM
QuoteThe rock object is a pain to use and honestly i do not see anyone using it that i am aware of.

I kinda like it. It takes textures really nicely. I used the rock object on pg1. but yeah I don't notice it being used too often either. I have some ideas for it, but I need to find some very specific image maps to use on it.

Title: Re: Real-Displacement-Textures
Post by: AP on October 24, 2015, 06:22:29 AM
It seems slow to me, a bit difficult to understand certain parts and adding displacement to those objects is difficult. Interestingly enough i have a far more easy time adding all sorts of displacement effects to the sphere and cube objects, only one issue though is that they can't be made into populations.