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View Full Version : To displace or not displace


chudofsinister
12-10-2002, 02:25 PM
I have been screwing around with poly character modeling for a while now with max 5 and previous versions. I am having problems though locking in detail and using meshsmooth. For my tastes it seems to over(?) smooth detail. I am trying to get a nice craggy type of effect on the model I am working on now and have been having troubles. Ideally I would like to build a realitive light cage smooth it and then displace the details with a map.

The problem I am having with this technique is that max keeps crashing on me if I try and use high subdivision settings on the poly roll out. Medium seems to work fine but does not add all the detail I want.

I am very curious to here how other artists work with displacement maps, if they even do, and what are their techniques.
thanks

BrandonD
12-10-2002, 04:37 PM
You pay a high price for using fine displacement in most packages. MAX's scanline renderer currently uses Mental Images' Mental Matter surface approximation libraries to handle displacement. It's useable, but not too efficient with polys (works best with NURBS - go figure). PRman has always been the king of displacement based on its REYES algorithm, but that's changing. Other renderers for MAX (VRay and probably soon Final Render and Brazil) use more modern displacement techniques that don't require so much overhead. Mental Ray 3.0 also uses a more efficient technique, but we haven't seen a MAX-bridge to it yet.

So my suggestion would be to use bump mapping if you can. If not, use surface approximation displacement sparingly. In fact, if you can get away with it, try using the Displace modifier (run a material through it) and set it to activate only at render time.

Stygian
12-10-2002, 04:49 PM
I'm just starting but I've noticed that too . The meshsmooth seems to go a little overboard . is there any way to tone it down a bit or have I just not learned enough yet ?:curious:

chudofsinister
12-10-2002, 05:14 PM
Thanks BrandonD for the indepth info. I had noticed the improvement when using displacement on nurbs surfaces, but who wants to do characters in nurbs anymore. Simple answer to avoid alot of debate, not me.

There are three different settings for applying the meshsmooth modifier, the classic one has the least amount of distortion in my opinion but you pay for it in other areas.

Dave Black
12-10-2002, 05:49 PM
One other little note, but there are ways to control meshsmooth. First, you can adjust the vertex weights. Then, there is this little toggle button that most people overlook. "Smooth by smoothing groups". If you want hard and soft edges together, you can just asign different smoothing groups to them and set that toggle in meshsmooth.

Just if anyone has'nt noticed it before.

GOOD LUCK!

:thumbsup:

MFreywald
12-10-2002, 07:13 PM
believe it or not, one of the best tools I've seen for doing displacements using maps is Bryce. And since the only model you can export from bryce is a landscape object. This is perfect. If you've got access to bryce, just make a landscape object, go into the edit tool and select to use a bitmap as the terrain elevation map. Then you can increase the detail to your likeing. Only other 'professional' tool I've seen do displacements fast and good was FormZ.

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