Been modelling an underground platform for a student project. It's a CG environment with live action character integrated later. I have to wrap this up soon and catch up with the rest of the project but unfortunately it's still looking too CG! Any feedback is very welcome and appreciated.
also I'm getting some black dots when rendering the displacement maps - they go away if i decease the displacement amount to very small number which makes the pass useless!
thanks!
Underground Platform - ask for feedback and help
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- tamte
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it all depends on the scale of your scene
the displacement bounds can be even 0.00001
you can turn on verbose output to console for your mantra render (set it to 4 for example) and it'll tell you after the render what was the max displaced value and you can set displacement bounds to that number or a little higher
the displacement bounds can be even 0.00001
you can turn on verbose output to console for your mantra render (set it to 4 for example) and it'll tell you after the render what was the max displaced value and you can set displacement bounds to that number or a little higher
Tomas Slancik
FX Supervisor
Method Studios, NY
FX Supervisor
Method Studios, NY
- samsalek
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- old_school
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Still a displacement bound issue where you need to increase even more I bet.
Displacement Bounds is in scene Camera units when rendered (which is why it is never a good idea to scale cameras ). As was mentioned above you can enable verbosity to a high level and after the render completes you will see the maximum displace distance in scene Camera units.
Glancing angles on surfaces that are displaced cause lots of grief for MicroPolygon render engines. You can try the pre-dice render property (adding it manually from the Render Properties to your object) to see if that helps if you want to use MicroPolygon rendering for primary samples.
If RT does it with no increase in render times, then that's good and go with that.
Displacement Bounds is in scene Camera units when rendered (which is why it is never a good idea to scale cameras ). As was mentioned above you can enable verbosity to a high level and after the render completes you will see the maximum displace distance in scene Camera units.
Glancing angles on surfaces that are displaced cause lots of grief for MicroPolygon render engines. You can try the pre-dice render property (adding it manually from the Render Properties to your object) to see if that helps if you want to use MicroPolygon rendering for primary samples.
If RT does it with no increase in render times, then that's good and go with that.
There's at least one school like the old school!
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