Playing with displacement

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dadaromeo
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Playing with displacement

Post by dadaromeo » Thu Apr 23, 2020 8:46 am

Hi, just messing around with displacement. Critics are appreciated.
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Sharlybg
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Re: Playing with displacement

Post by Sharlybg » Thu Apr 23, 2020 5:33 pm

You can use less subdivision level in the node shader and add a real subsurf modifier to get rid of sharp jagged triangle.
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dadaromeo
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Re: Playing with displacement

Post by dadaromeo » Thu Apr 23, 2020 11:26 pm

Sharlybg wrote:
Thu Apr 23, 2020 5:33 pm
You can use less subdivision level in the node shader and add a real subsurf modifier to get rid of sharp jagged triangle.
The level of subdivision in the node shader is 2.
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Sharlybg
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Re: Playing with displacement

Post by Sharlybg » Fri Apr 24, 2020 8:29 am

You already have a subdivision plus displace modifier that give you the shape of mountains. I dont understand the point of the shader base displacement now.

Or wait it is for the straight wrinkle ok.
Normally all that can be done in shader base displace and simplified.

But probably your wait avoid higher computation due to lower subdivision in node base displacement. I have to test.
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dadaromeo
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Re: Playing with displacement

Post by dadaromeo » Fri Apr 24, 2020 4:35 pm

Sharlybg wrote:
Fri Apr 24, 2020 8:29 am
You already have a subdivision plus displace modifier that give you the shape of mountains. I don't understand the point of the shader base displacement now.

Or wait it is for the straight wrinkle ok.
Yes, it's for the wrinkles.
Sharlybg wrote:
Fri Apr 24, 2020 8:29 am
Normally all that can be done in shader base displace and simplified.

But probably your wait avoid higher computation due to lower subdivision in node base displacement. I have to test.
For me, computation is a very big issue. I'm using a low-end computer without a gpu. I can't even run Blender 2.8+ on it without some hack. But I don't know if using only the shader displacement increase computation or not. I haven't made a benchmark myself.

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