Author Topic: how to smooth crisp edges in displacement?  (Read 4764 times)

2015-11-09, 10:49:13

Christa Noel

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hi, I have an object with holes created from displacement. but I don't know how to smooth the crispy edges?

I have increased iterations in turbosmooth modifier to higher number, added smooth modifier, decreased screensize displacement to 1px-0.5px. but still gives no good results like I need

update attachments, sorry I didn't upload the textures. but you can try using any textures similar which black to white is contrast
the texture's antialiasing is good I think, but I also increase the blur in coronabitmap to higher number (5.0)
« Last Edit: 2015-11-09, 11:22:20 by noel20 »

2015-11-09, 14:55:49
Reply #1

maru

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What's the resolution of the bitmap you are using? Maybe we are seeing pixels?
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2015-11-09, 15:21:00
Reply #2

Juraj

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I think he wants a bevel/chamfer alongside the circle circumstance rather. Such detail would need to be in your displacement map.
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2015-11-09, 15:30:27
Reply #3

maru

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I played with this for some time but was unable to produce any nice results. Pretty challenging. But yes, one idea is to add a little chamfer by blurring the displacement map.
Marcin Miodek | chaos-corona.com
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2015-11-09, 15:42:50
Reply #4

Christa Noel

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I'm not in front of computer now, but i'm sure that i blurred the bitmap to higher number... And even i used blurred checker map, it still show incorrect result

2015-11-09, 16:31:17
Reply #5

maru

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I think this happens because there is no way to subdivide the areas which are between the extreme displacement values. Here is an example. It happens even if you subdivide the mesh multiple times. Does it work in any other renderer?
Marcin Miodek | chaos-corona.com
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2015-11-09, 16:39:56
Reply #6

bs

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try to increase the bit depth of your displacement texture or create a new one - if you share your texture i try to recreate a high res high bit depth one for you! greets
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2015-11-09, 17:09:10
Reply #7

Juraj

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Would using edge smoothing in Shader possibly help to solve this ?
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2015-11-09, 17:27:52
Reply #8

Nekrobul

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The best result i got was with radial gradient map.

But still raw edges were there

My sugestion is to use geometry in this case.
« Last Edit: 2015-11-09, 17:35:01 by Nekrobul »
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