Mixing two types of displacements surfaces.
Mixing two types of displacements surfaces.
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
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
Last edited by artattak on Wed Mar 27, 2019 1:11 pm, edited 1 time in total.
- Janusz Biela
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Re: Mixing two types of displacements surfaces.
Wow - this is crazy impressive stuff!
- Keraressi Abdelkarim
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Re: Mixing two types of displacements surfaces.
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 . ^^ .
here my simple map apply on gound disp no node .
i used K3 SSS on dragon and displacement on the floor . ^^ .
Re: Mixing two types of displacements surfaces.
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
Use specular and glossiness
My next test
A lot depends on the textures of the dis.
Dis displ. gives only half the effect
- Keraressi Abdelkarim
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Re: Mixing two types of displacements surfaces.
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 . . 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 .
Re: Mixing two types of displacements surfaces.
In the glosines you can see the effects of luminosity panels.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 . . 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 .
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
- Janusz Biela
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Re: Mixing two types of displacements surfaces.
Why do you use specularity?...it is unreal behavior of reflection effect (fake from past tense time when computer were very slow)
Re: Mixing two types of displacements surfaces.
Hmmm I don't know whats wrong with it, i think it looks goodartattak 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
- Janusz Biela
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Re: Mixing two types of displacements surfaces.
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).
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).
- Keraressi Abdelkarim
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Re: Mixing two types of displacements surfaces.
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 .
Re: Mixing two types of displacements surfaces.
I have noticed weird undesired unnatural effects when using 'trace direct light reflections'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).
- Janusz Biela
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Re: Mixing two types of displacements surfaces.
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.
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.
Re: Mixing two types of displacements surfaces.
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 have the same with SUN for Exteriors (for EXT I turn it off)
- Janusz Biela
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Re: Mixing two types of displacements surfaces.
I sent to G. information mail what we can do with this: optimizations, reduction or other cases (not yet bug tracker)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)