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lindsay gomes avatar image
lindsay gomes asked ·

hey, anyone use a JSplacement could you walk me through it I've used the height and normal maps but the results don't come

displacement
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Lee Griggs avatar image
Lee Griggs answered ·

What happens when you use 9 subdivisions? Does 8 work? Maybe you shrinking the size of the map would help. It is being converted to .tx right?

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lee Gregg :)

yes it converts to .tx unfortunately even a 6 is to much for me to see on my ip I waited 36 min to just get a preview of a grainy render.

I am trying to see if there is another way to get such Sci Fi texture if you know any I don't mind researching and learning another way.

thanks a lot

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xebajac@zdfpost.net xebajac@zdfpost.net avatar image
xebajac@zdfpost.net xebajac@zdfpost.net answered ·

Send in your c4d scene file with the jsplacement map, I'll set it up and send it back but anyways it works just like a displacement map would.

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hi, I appreciate it a lot thanks man I've send it to you on. your email xebajac@zdfpost.net idk if that's it. also I did try setting it through the Arnold displacement directly but it doesn't give as much detail.

thanks a lot again

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Please zip it and upload it here or upload it on https://uploadfiles.io/ and drop the links thanks...cuz thats not my personal email lol.

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https://ufile.io/8vh4rz1n

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Check it out and play with the settings especially in the Arnold tag displacement and subdivision, just give me feedback.... https://ufile.io/scf7um8a

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lindsay gomes avatar image lindsay gomes xebajac@zdfpost.net xebajac@zdfpost.net ·

thanks alot it helped but also realized the effect I am looking for involves me turning the Subdiv Iterations to 9 and I doubt my laptop would be able o take that

https://arnold-rendering.com/2017/07/21/jsplacement/

this is what I was looking for, you know of any other way of getting something like this ?

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Dade Orgeron avatar image
Dade Orgeron answered ·

Something to consider anytime you're relying on displacement for fine detail (especially JSplacement) - be sure that your mesh is tessellated enough to begin with. In other words... you'll need a nice distribution of polygons and/or triangles across the surface that you plan to displace. You'll still probably need to add render-time subdivisions, but IMHO it's good to start with an already reasonably dense mesh and rely less on super high subdivision settings. It all depends on how much you're trying to manage scene interactivity and render wait times.

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