Varied Displacement for Population objects

Started by Ogre, August 22, 2007, 03:58:56 PM

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Ogre

Need some help on this one.  I am working on setting up some rock/stone objects and want to set a function displacement so that if the object is used in a population the displacement will vary by random per object using the get position function. This seems to work but the function displacement always seems to reset the lowest color of the object to dark. 

In the image below there is a population of a rock object set to yellow with a displacment set as shown in the image.  Why are the dark areas showing up dark not yellow?  Any ideas?

Please forgive the extreme displacement it is there so it can be easily seen for this post.
"If you find me feeding daisies
please turn my face up to the sky and leave me be watching the moon roll by.
What ever I was it was all because I've been on the town washing the BS down."

-Gordon Lightfoot

Volker Harun

Displacements on objects do not work, yet. They end up breaking the surface. What is dark is the interior's shadow.

Ogre

Displacement on objects works as long as its not over done.  I usually do this through bump maps (See first 2 images below) but I wanted to do this through a function to lend a variance to the objects in a population. The functional displacement works but the functions create the dark space which is what I was asking for help on "fixing".  I seem to be getting close. I used a color adjust shader to limit the black point to a mid gray. This got rid of the downward displacement and the "Internal Shadow" (See images 3 and 4)
"If you find me feeding daisies
please turn my face up to the sky and leave me be watching the moon roll by.
What ever I was it was all because I've been on the town washing the BS down."

-Gordon Lightfoot

Volker Harun

#3
I am the least to know - forgetting my efforts 6 months ago.
Besides that you should give some more information. A tgd or at least the scale of the rocks (are they the internal or imported) and the scale of the displacement. Else it is too difficult to guess.

Volker

Edit: Maybe this thread helps:

http://forums.planetside.co.uk/index.php?topic=409.0

rcallicotte

Volker, if it helps, I didn't know we could this...seems like we couldn't at some point.
So this is Disney World.  Can we live here?

Matt

Just a quick update to this old thread to say that the cracking problems should now be fixed if you enable "use smooth normals" on the object.

Matt
Just because milk is white doesn't mean that clouds are made of milk.