here's the link to that pic, looks like I cant figure how to post it here.
http://www.geocities.com/fireseal_17/andrew.html [geocities.com]
oh yeah, all my textures are hand painted and then digitally photographed, and I tried my best to map them properly. I am really interested in getting away from the crisp clean lines of digital art, to create something painterly and viscous.
With closer inspection of a test render that just finished, the displace bound set to 5 took all aterfacting out. So I'll slowly reduce that value to find a happy medium between no artefacting and a reasonable render time.
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Technical Discussion » Displacement Layers and Artefacting
- Harvester
- 6 posts
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Technical Discussion » Displacement Layers and Artefacting
- Harvester
- 6 posts
- Offline
JC, I must agree that I am approaching this project in a less than efficient manner. The scale of my models is astronomical, because I am trying to create a self contained world within a sphere(sphere dimensions are 191, houdini units in all three axis). I then painted a landscape on canvas, photographed and tiled the painting so that it wraps to the inside of the sphere. This creates my“world” inside this I have models in an array of sizes. Heres a shot inside my scene
The problem geometry is the tree-like model with the bumpy surface. I am using displacement layers(sorry for the confusion) and the displacement amount is set to 0.5. The problem with decreasing the size of the whole scene is that I was hoping to have a continuous flyby shot from down below (like the the pic I have posted) all the way to the top of the problematic model where I have a dwelling and character modelled. I knew the scale issues would be a problem when the shadows for my small models (on top of the tree like object) began to be irregular and not show up properly. The solution for this was increasing the over all model size and the shadows were fine.
I have seen a marked improvement when I increased the displace bounds. I understood that increasing the shading quality might help aswell, is that correct?
So my main problem is that at one end of the spectrum, my scene is too big, and at the other end my scene is too small. Editing between shots, and changing the size of the overall scene accordingly between shots is the only way I can see around this. Thanks a ton for the info.
The problem geometry is the tree-like model with the bumpy surface. I am using displacement layers(sorry for the confusion) and the displacement amount is set to 0.5. The problem with decreasing the size of the whole scene is that I was hoping to have a continuous flyby shot from down below (like the the pic I have posted) all the way to the top of the problematic model where I have a dwelling and character modelled. I knew the scale issues would be a problem when the shadows for my small models (on top of the tree like object) began to be irregular and not show up properly. The solution for this was increasing the over all model size and the shadows were fine.
I have seen a marked improvement when I increased the displace bounds. I understood that increasing the shading quality might help aswell, is that correct?
So my main problem is that at one end of the spectrum, my scene is too big, and at the other end my scene is too small. Editing between shots, and changing the size of the overall scene accordingly between shots is the only way I can see around this. Thanks a ton for the info.
Technical Discussion » Displacement Layers and Artefacting
- Harvester
- 6 posts
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Thanks alot for clarifying that JC.
The model that I have this extreme bump layers attached to looks better under a displace bound of five, yet not entirely perfect yet. Sure the render time has soared through the roof, but Its really important to get this effect. Does anyone else know of anything else I can tweak?
The model that I have this extreme bump layers attached to looks better under a displace bound of five, yet not entirely perfect yet. Sure the render time has soared through the roof, but Its really important to get this effect. Does anyone else know of anything else I can tweak?
Technical Discussion » Displacement Layers and Artefacting
- Harvester
- 6 posts
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Hey Folks, Ive been experiencing problems when animating with displacement layers. It basically cuts up into huge artefacts in close range shots. I know there are a few things I can do…like pump up the shading quality in the objects parameter, and reduce the actual bump parameter so it isnt so drastic. But the effect in still images is just what I want. I dont exactly know what the displace bounds parameter under the render tab does. The higher the value the more…? Im just not sure how to use it. Any other suggestions would be great.
Harvey
Harvey
Technical Discussion » Merging SOPs that are already shaded
- Harvester
- 6 posts
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Im Having a very similar problem as well. If I want to apply different shaders to a single geometry, I would generate the shader and then select the faces of the geometry I want to apply it to. I then would guess to create another shader and select the remaing faces of that same geometry that I would like to apply a secondary texture to. This work fine aslong as you only want to see one of the shaders at the object level. When I apply a merge to these two shaders and render I get huge artefacting, as the shader are trying to map over eachother. The texture tutorial with the watermelon goes over these exercises but they never attempt to render or even leave the sop level?? What am I doing wrong? Help would be great.
Harvey
Harvey
Technical Discussion » constraining volumetric fog....
- Harvester
- 6 posts
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Hey Folks, I am trying to create a fog whichs hover above a body of water. Are there any specific VEX fog shaders which allow me to control the scale or limit their altitude etc… as if it were an object. In searching through the posts I found a previous poster wanting to do something very similar.
Henster then replied
[Very simple answer: Try copying your geometry and slightly scaling it up. Then a apply a volume fog shader to the new geometry. Theres a nice selection of vex ones if you're rendering in mantra. Do you need fog? what about a transparent surface shader?
Good luck!]
Its applying the volume fog shader to the geometry that Im having trouble with. So I created every type of Vex Fog shader there is and tried applying them all in the shop for the newly created geometry. This was found in the shader sop –>secondary shaders tab–>Volume Shader. When I tried applying the different fog shaders the shader tile would turn yellow, explaining to me that either the shader I selected didnt exist or that it was the wrong shader.
Any suggestions?
Thanks
Henster then replied
[Very simple answer: Try copying your geometry and slightly scaling it up. Then a apply a volume fog shader to the new geometry. Theres a nice selection of vex ones if you're rendering in mantra. Do you need fog? what about a transparent surface shader?
Good luck!]
Its applying the volume fog shader to the geometry that Im having trouble with. So I created every type of Vex Fog shader there is and tried applying them all in the shop for the newly created geometry. This was found in the shader sop –>secondary shaders tab–>Volume Shader. When I tried applying the different fog shaders the shader tile would turn yellow, explaining to me that either the shader I selected didnt exist or that it was the wrong shader.
Any suggestions?
Thanks
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