Mixing two types of displacements surfaces.

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artattak
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Mixing two types of displacements surfaces.

Post by artattak »

KRAY 3 displacements test.
Mixing two types of surfaces.
A stone floor and in it mud bends.
Generated from two independent maps.
of course, you can set up a level of mud for stones
Attachments
nody.jpg
result 01+02 V2
result 01+02 V2
result 01+02
result 01+02
texture 02
texture 02
texture 01
texture 01
Last edited by artattak on Wed Mar 27, 2019 1:11 pm, edited 1 time in total.
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Janusz Biela
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Re: Mixing two types of displacements surfaces.

Post by Janusz Biela »

Very nice stuff!
thomas
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Re: Mixing two types of displacements surfaces.

Post by thomas »

Wow - this is crazy impressive stuff!
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Keraressi Abdelkarim
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Re: Mixing two types of displacements surfaces.

Post by Keraressi Abdelkarim »

very nice job peter

here my simple map apply on gound disp no node .

i used K3 SSS on dragon and displacement on the floor :D . ^^ .
Attachments
AAA TSSSS.jpg
artattak
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Re: Mixing two types of displacements surfaces.

Post by artattak »

Badly applied ground textures.
Use specular and glossiness
My next test
A lot depends on the textures of the dis.
Dis displ. gives only half the effect
Attachments
dis_6.jpg
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Keraressi Abdelkarim
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Re: Mixing two types of displacements surfaces.

Post by Keraressi Abdelkarim »

artattak wrote:Badly applied ground textures.
Use specular and glossiness
My next test
A lot depends on the textures of the dis.
Dis displ. gives only half the effect

lol it has glossines and specular the map reso is small . :D . but for nowu can use thos . i dont like to use that. until k3 has own shaders to use propre glossines of reflection . i dnt like to use this option its old .
artattak
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Re: Mixing two types of displacements surfaces.

Post by artattak »

Keraressi Abdelkarim wrote:
artattak wrote:Badly applied ground textures.
Use specular and glossiness
My next test
A lot depends on the textures of the dis.
Dis displ. gives only half the effect

lol it has glossines and specular the map reso is small . :D . but for nowu can use thos . i dont like to use that. until k3 has own shaders to use propre glossines of reflection . i dnt like to use this option its old .
In the glosines you can see the effects of luminosity panels.
It gives a great effect in addition to reflection.

using lumi panels that are visible in specular give cool effects you need to be skillful but give cool effects similar to tracedirect light but without hot fotons


Sofa below secular glosines and reflection
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52508154_2017374941693615_8972504083722141696_n.jpg
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Janusz Biela
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Re: Mixing two types of displacements surfaces.

Post by Janusz Biela »

Why do you use specularity?...it is unreal behavior of reflection effect (fake from past tense time when computer were very slow)
ZodiaQ
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Re: Mixing two types of displacements surfaces.

Post by ZodiaQ »

artattak wrote:Badly applied ground textures.
Use specular and glossiness
My next test
A lot depends on the textures of the dis.
Dis displ. gives only half the effect
Hmmm :?: I don't know whats wrong with it, i think it looks good :D
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Janusz Biela
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Re: Mixing two types of displacements surfaces.

Post by Janusz Biela »

Its unreal in my opinion. Anyway I do not use specular since ....8 years.
Using specular you never know what is correct level of specularity and glossiness.
That`s why correct and physical way is to use Trace Direct Light. Using this you get correct reflection level, correct color, correct "glossiness" (blur level).
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Keraressi Abdelkarim
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Re: Mixing two types of displacements surfaces.

Post by Keraressi Abdelkarim »

artattak wrote:KRAY 3 displacements test.
Mixing two types of surfaces.
A stone floor and in it mud bends.
Generated from two independent maps.
of course, you can set up a level of mud for stones

BY THE WAY reflection blur not working yet . u need to have control anisotropy. so it useless to use it. now .
ZodiaQ
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Re: Mixing two types of displacements surfaces.

Post by ZodiaQ »

That`s why correct and physical way is to use Trace Direct Light. Using this you get correct reflection level, correct color, correct "glossiness" (blur level).
I have noticed weird undesired unnatural effects when using 'trace direct light reflections'
ScreenShot112 - kopie.jpg
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Janusz Biela
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Re: Mixing two types of displacements surfaces.

Post by Janusz Biela »

This is direct IES reflection.
I have to ask G. what we do with this.
Is correct effect but it should be in my opinion a bit weaker or more blurred.
ZodiaQ
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Re: Mixing two types of displacements surfaces.

Post by ZodiaQ »

Correct is IES light, should be more blurred and intensity adjustable.
I have the same with SUN for Exteriors (for EXT I turn it off)
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Janusz Biela
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Re: Mixing two types of displacements surfaces.

Post by Janusz Biela »

AVLKray wrote:Correct is IES light, should be more blurred and intensity adjustable.
I have the same with SUN for Exteriors (for EXT I turn it off)
I sent to G. information mail what we can do with this: optimizations, reduction or other cases (not yet bug tracker)
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