Chaos Corona Forum

General Category => General CG Discussion => Topic started by: lupaz on 2016-12-27, 16:38:17

Title: Quick question about displacement equivalent feature
Post by: lupaz on 2016-12-27, 16:38:17
Hi there,

I was wondering if now a days there's anything better than displacement.
Maybe a feature I'm not aware of...
Specifically I need to create wood siding in a house.
Like for example this: https://www.google.com/search?q=wood+siding&espv=2&biw=1920&bih=960&source=lnms&tbm=isch&sa=X&ved=0ahUKEwi6h6vj2ZTRAhUC0IMKHcqZCt4Q_AUIBygC#imgrc=o6BZ60S-SlP1pM%3A (https://www.google.com/search?q=wood+siding&espv=2&biw=1920&bih=960&source=lnms&tbm=isch&sa=X&ved=0ahUKEwi6h6vj2ZTRAhUC0IMKHcqZCt4Q_AUIBygC#imgrc=o6BZ60S-SlP1pM%3A)

Thanks.
Title: Re: Quick question about displacement equivalent feature
Post by: Jens on 2017-01-01, 13:48:12
Not that I'm aware of.

Depending on how often you'll need to do this and how complex your facades are, I would use iToo's railclone tool: https://www.itoosoft.com/railclone.php (https://www.itoosoft.com/railclone.php) it works like a charm and the support on their forum is spot on.

You could probably do it with the new Max Creation Graph found in max 2016 and up, but I have no experience with it.

Title: Re: Quick question about displacement equivalent feature
Post by: fellazb on 2017-01-01, 18:45:51
I often use splines and a sweep modifier for these operations. Extremely flexible. Just add\remove extra vertices to delete window and door openings and work your way up.
Title: Re: Quick question about displacement equivalent feature
Post by: lupaz on 2017-01-03, 16:16:25
Yes. The splines sounds good.
I'm not in the mood to learn a new plugin :)

Thanks to both.
Title: Re: Quick question about displacement equivalent feature
Post by: philippelamoureux on 2017-01-04, 08:03:40
For wooden sidings I've found a free photoscanned asset with texture. It's kinda high poly (expected) but it looks very good. You can always detach the 4 planks like I did and scatter them around to make it less repetitive. I used it with corona and unreal and it looks pretty nice. www.remnantstudios.com/scans/pick-a-siding (http://www.remnantstudios.com/scans/pick-a-siding) I ended making my own texture though because this one isn't very flexible. By the way there are a lot of free photoscanned assets on the site, worth bookmarking!

Actual 3d asset :

(http://www.remnantstudios.com/uploads/4/5/4/3/45432151/8545290_orig.png)

On a side note,

I've used parallax occlusion mapping a few times but with real-time engines. I Wonder if that technique would work (or would be beneficial) with offline renderers. I know parallax does not introduce new geometry, it's all in the shader. But it can look pretty damn good imo.

This travertine use this technique : (not my project)

(https://1.bp.blogspot.com/-poS2nSEacNs/V4kUXlveNAI/AAAAAAABiwY/xDU48laalpw03_sc3nzu1C8gfb4tb1sjACLcB/s1600/Level_Final_02073.jpg)