Ben_93 Posted February 1, 2023 Posted February 1, 2023 Hi all, I want to improve my materials and textures and use displacement maps for parallax occlusion - but when adding a displacement map (imported using the parallax preset) to my material, it has no effect. Attached are screenshots of the imported displacement map and from my scene, where the material looks very 'flat' as im just relying on the normal map at present. Many thanks, Ben
vvvaseckiy Posted February 1, 2023 Posted February 1, 2023 Hello Ben_93, Parallax seems to be working correctly on our side both with mesh base or using parallax nodes in material graph, at leas with content from parallax samples in art samples. But the problem could be caused by some additional conditions in content. Could you please attach a small scene or at leas a material where the problem persists. Thanks
Ben_93 Posted February 1, 2023 Author Posted February 1, 2023 Hi @vvvaseckiy, ive attached a mesh base material - apologies about the file size as im using 8K textures for now. I very appreciate it if you could test the material your end to see if anything with the material is incorrect Many thanks, Ben 1133847537_MaterialTEST.upackage
werner.poetzelberger Posted February 1, 2023 Posted February 1, 2023 Hi. I was sneaky and tested the material. Parallax does not work here. Tesselation does. ;) Werner
Ben_93 Posted February 1, 2023 Author Posted February 1, 2023 Hi @werner.poetzelberger, thanks for being sneaky and testing it out! Tesselation does sort of work, although on my model there are lots of visual artifacts especially at the corners, although I guess this is probably an issue with my model more than anything else. When you tested you had these issues? Many thanks, Ben
werner.poetzelberger Posted February 1, 2023 Posted February 1, 2023 (edited) Hi. Yes. The thing with tessellation is, that you need meshes which have well structured polygons. I never really tried used it - now I am using it on a landscape, which is easy as it generates the mesh in a manner which does work. Architectural models have always been a problem child for geometry based modification as mostly the walls are not suited. The polygons are all different sizes, there are triangles and edges running in a manner which is not suited etc. 90 degree angles problem.... E.g. back in the days... radiosity..... same thing..... never worked out well.... ;) So I am not sure if tessellation approach does work instantly and easy. Somethow I like the method because it doesnt generate any fancy other stuff, just geometry but, yep the base has to be prepared for that. ;) Edited February 1, 2023 by werner.poetzelberger
bmyagkov Posted February 1, 2023 Posted February 1, 2023 Hello! @Ben_93 Actually it turned out that parallax effect could not work with triplanar world UV mapping and this is a well-known limitation. There is no workaround at the moment and unfortunately in this case you have to stick with something one. Thanks!
Ben_93 Posted February 1, 2023 Author Posted February 1, 2023 Thanks everyone for the help! 2 hours ago, werner.poetzelberger said: Hi. Yes. The thing with tessellation is, that you need meshes which have well structured polygons. I never really tried used it - now I am using it on a landscape, which is easy as it generates the mesh in a manner which does work. Architectural models have always been a problem child for geometry based modification as mostly the walls are not suited. The polygons are all different sizes, there are triangles and edges running in a manner which is not suited etc. 90 degree angles problem.... E.g. back in the days... radiosity..... same thing..... never worked out well.... ;) So I am not sure if tessellation approach does work instantly and easy. Somethow I like the method because it doesnt generate any fancy other stuff, just geometry but, yep the base has to be prepared for that. ;) I see, its a shame that tessellation is quite strict with how the model is contructed - it would be great if it was a technique that could be a one click button which wouldnt mind so much about the models typology etc etc. 1 hour ago, bmyagkov said: Hello! @Ben_93 Actually it turned out that parallax effect could not work with triplanar world UV mapping and this is a well-known limitation. There is no workaround at the moment and unfortunately in this case you have to stick with something one. Thanks! Hi @bmyagkov, thats good to know that triplanar word UV mapping doesnt work with parallax, ill try and UV map the walls I want this effect manually and see if that makes a difference. Many thanks, Ben 1
werner.poetzelberger Posted February 1, 2023 Posted February 1, 2023 (edited) 19 minutes ago, Ben_93 said: I see, its a shame that tessellation is quite strict with how the model is contructed - it would be great if it was a technique that could be a one click button which wouldnt mind so much about the models typology etc etc. Well 3d modellings technical part is always about getting the topology right. Which is painful but deep deep in the heart of the CG. > The polygon ;), UV etc. Tessellation can be very powerful, but has to be considered while building the content. e.g. look at character modelling, edgeloops, quads, deformations, skinning, bones etc.... Edited February 1, 2023 by werner.poetzelberger 1
Ben_93 Posted February 1, 2023 Author Posted February 1, 2023 1 hour ago, werner.poetzelberger said: Well 3d modellings technical part is always about getting the topology right. Which is painful but deep deep in the heart of the CG. > The polygon ;), UV etc. Tessellation can be very powerful, but has to be considered while building the content. e.g. look at character modelling, edgeloops, quads, deformations, skinning, bones etc.... I see, yes this whole world of CG goes pretty deep! Still got a long way to learn and improve!
werner.poetzelberger Posted February 2, 2023 Posted February 2, 2023 17 hours ago, Ben_93 said: I see, yes this whole world of CG goes pretty deep! Still got a long way to learn and improve! SURE ;) but u do a great job as far I can see from your work. Well I am 30 years into the biz ;) so deep would be correct haha. 1
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