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Displacement Artifacts


shape3d
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Hi,

some questions about artifacts in the displacement map, when I bake my sculpting to displacement.

I uploaded the testfile here:

http://www.rahmacher-media.de/temp/0601.zip

And I made a video of my workflow and the concrete problem:

 



My intention is following:

If I sculpt something on parts of an object then every part which is not touched by sculpting should be smooth and flat, for example technical models. If I increase the resolution of the sculpting mesh it gets a little bit better but won't completely disappear.

Regards

Ansgar
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The main problem here is you are not understanding how 3DC functions when baking a normal map with displacement and there is no need to use the baking tool once you already have baked your mesh from the retopo room to the paint room.

Retopo Room.

In the Baking options window the initial subdivision level needs to be set to a high subdivision level ( the higher the better) for the normal map with displacement to get a correct displacement map...

You can still export out the low polygon version from the paint room

Paint Room

Now when exporting the file use the File Menu / Export you have a more options here including the use of the 32 bit EXR file format if your software supports it. Here as well in the upper right side of the export panel is where you choose to export the low polygon mesh.

Last thing which only has to do with the normal map part is you have some normal map baking presents in the baking tool panel, Right now unknown is selected so check them out and read any tools tips that pop up.

Also you have in Preferences you have some more settings for normal map exporting.

Thanks for the video, they help very much...

Edited by digman
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I did another test as you described but the artifacts remain. Have a look at this video here and tell me what I have done wrong. :)

 

 

What is the difference between the normal map baking presets? There is no tool tip popping up. Are the different preferences described somewhere more detailed because trial and error is very time consuming if I have to test every combination. :)

 

CU

 

Ansgar

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The presents are designed for which software you will be doing your rendering in.

 

I set mine up for blender which is my rendering software I use.The tools tips show up under the preferences menu but only for Tangent Space Standard and Triangulation Method. Sorry I was unclear on the tool tips.

 

Andrew added Normal map with Displacement as it was requested a few years ago though I think MicroVertex creates better displacement maps as that is what it was designed for.

Try (Bake into Scene MicroVertex) baking for the displacement map, only a true displacement map will be created.

 

I am not saying this will work for sure but is worth a try.

 

When rebaking an object remove the object from the paint room, this will remove the materials as well, then delete all the paint layers. Layer "0" remains.

The paint room needs a compelely clean slate when rebaking. 

 

Turn off under the top bar View menu  (Show voxels in Paint Room) so you can clearly see your baked mesh in the paintroom. Do is if you have not done so.

 

These kind of problems tend to be best answered and worked though by screen sharing. There are some other tips that are easier to explain over a voice / screen sharing conversation.  If you have Skype and want to have a one on one session to see if we can figure out the solution pm me...

Edited by digman
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Hi Digman,

 

thank you for the infos, yes, another skype session would be nice, we have already done one a time ago about retopo. :)

 

My 3D Software is Cinema4d, there is no special preset. But tomorrow I will make another test and inform you regarding skype.

 

Thanks

 

Ansgar

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I made a virtual conference with digman and we found out some strange things. If you increase the hight of the subpolygon displacement, in Blender the rendering is fine, Cinema4D shows artefacts. Here is a test render from cinema:

 

displace.jpg

 

And here is and obj file with a 32bit exr displacement file, maybe you can test it in other 3d applications and increase the value of the subpolygon displacement, until you see artefacts or not.

 

http://www.rahmacher-media.de/temp/displace.zip

 

CU

 

Ansgar

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I tested several models with Displacement in Blender and only the areas that have been displaced get displaced. In Cinema4D it appears that areas get no displacement still will be displaced when setting the displacement really high...  Setting it high revels the problem. There should be no displacing at all in areas that get no displacement...

 

In Blender, in the image I uploaded I set the displacement value to 40... extreme value... The displace areas get really pushed and some articfacts created just do to the alpha edge being jaggy.

The main part of the bottle stays the same which is correct.

post-518-0-04912800-1420740200_thumb.png

Edited by digman
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  • 2 weeks later...
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I made some other tests and encountered another problem regarding the displacement normalization. I think standard is "zero level is grey" which works fine in Cinema4d with the build in renderer. But for example, vray4c4d gives very bad results in this mode so it is better to switch to "zero level is black". But then I get a very strange result. Parts of the  object have a noisy displacement structure, other parts not. When I compare the normal maps I see the reason. In the grey map every detail is visible but in the black version some parts are clipped. Here is a comparision of the two maps, these are screenshots of an 32 bit exr influenced by color tools so that  you can see the finest details. Where in the black version some parts are completely black and don't create displacement there are fine details visible in the grey version.

 

grey.jpgblack.jpg

 

Is this a bug or a general limitation of the black normalisation?

 

CU

 

Ansgar

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