Any pixels lighter than 50% gray get pushed “up”, and any darker than 50% gray get pushed “down”. It looks at how a source image texture is mapped over the geometry it’s applied to, and then uses that image to determine how much and which way to push each polygon. Of these two, vertex displacement is a lot easier to understand. They share the same displacement node, and at the core level do the same(ish) thing, but behind the scenes they’re very different. Texture displacement was the original form, and vertex displacement was more recently introduced. Octane currently has two types of displacement. You can also very easily just modify the source image and shove a logo over or change the scale of your greebles without having to alter the geometry. This is done at the material level, (not in a separate tag or object), and happens at render time, meaning your model’s actual geometry is unaffected and the scene can be very lightweight and efficient, but have a ton of high quality detail when you hit the render button (or start the Live Viewer). ![]() It works by using the data from an image texture to push certain polygons on your mesh one way or another. This is pretty obvious in the second set of images above (displacement was pushed to 5cm, bump is still maxed out).ĭoing this via modeling or sculpting tools may not always be feasible for a variety of reasons (time and scene density often being the biggest ones).ĭisplacement is kind of a middle ground. Once these limits have been hit, the only thing that can be done is to add more geometry. There’s also a maximum amount of “height” that can be faked with bump or normal maps. It falls apart when the texture wraps around a corner of the object or the camera gets too close. As you can see above, it looks fine in the faraway shot if the displacement is pretty subtle (0.5cm on a 200cm cube). This method is cheap and easy on the processor, adding very little render time to the scene. This holds up well at a distance, or when the geometry doesn’t bend sharply enough so the eye expects details to jut out from the side of the object. Instead they use a texture to define what light does when it hits the surface. ![]() There are two ways to get more surface detail on a model - either by adding more polygons, or by faking it with textures to fool the eye into thinking there’s more geometry than there is.įaking it is done via bump and normal maps. The fewer polygons a model has, the more efficient it is and easier to work with, but the more difficult it becomes to get fine detail on the surface. If you are already pretty familiar with displacement, but want to know why yours isn’t looking good, check out part 2 of this series: Displacement in Octane for Cinema 4D: Model and Texture Considerations Intro What is Displacement?ģD applications use polygons to define the geometry of the objects in a scene. The more you learn about what those are, the better your displacement will look. This is a somewhat advanced topic, and at least a brief understanding of several different disciplines of 3D are needed to get the best results. This guide is a starting point in learning about the types of displacement in Octane, how to set it up, and the differences between the vector and texture methods.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |