(Open)Subdiv and Displacement shapes

Discussion related to the LuxCore functionality, implementations and API.
User avatar
B.Y.O.B.
Developer
Developer
Posts: 4146
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: (Open)Subdiv and Displacement shapes

Post by B.Y.O.B. »

Sharlybg wrote: Tue Jan 21, 2020 1:34 pm Please guys what is the correct node tree and file format for Vector displacement ?
Node tree is here: viewtopic.php?f=3&t=1489&start=10#p18641
You can find an example file in the first post of that thread.
Not sure which software is able to generate vector displacement maps.
User avatar
Sharlybg
Donor
Donor
Posts: 3101
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: (Open)Subdiv and Displacement shapes

Post by Sharlybg »

So i was right in my setting but my result look weird.
vector.jpg
Map from here : https://docs.arnoldrenderer.com/downloa ... 000&api=v2
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: (Open)Subdiv and Displacement shapes

Post by Dade »

Sharlybg wrote: Tue Jan 21, 2020 3:42 pm So i was right in my setting but my result look weird.

vector.jpg

Map from here : https://docs.arnoldrenderer.com/downloa ... 000&api=v2
Unfortunately, there isn't a standard for displacement maps and different programs use different +/-X +/-Y +/-Z orders (it is literally a mess). LuxCore supports map channel remapping and it is configured by default to work with Blender displacement maps.

Arnold/Mudbox have a different order than Blender and they require a re-map: https://github.com/LuxCoreRender/LuxCor ... s.cpp#L294

Code: Select all

		// Blender standard: R is an offset along
		// the tangent, G along the normal and B along the bitangent.
		// So map.channels = 2 0 1
		//
		// Mudbox standard: map.channels = 0 2 1
I assume BlendLuxCore is not exposing this setting and just using the default (i.e. Blender way) :?:
Support LuxCoreRender project with salts and bounties
User avatar
B.Y.O.B.
Developer
Developer
Posts: 4146
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: (Open)Subdiv and Displacement shapes

Post by B.Y.O.B. »

Ah yes, exposing map.channels is still on my Todo list.
https://github.com/LuxCoreRender/BlendL ... ent.py#L31
User avatar
B.Y.O.B.
Developer
Developer
Posts: 4146
Joined: Mon Dec 04, 2017 10:08 pm
Location: Germany
Contact:

Re: (Open)Subdiv and Displacement shapes

Post by B.Y.O.B. »

Sharlybg wrote: Tue Jan 21, 2020 3:42 pm So i was right in my setting but my result look weird.
I have added support for all map channel permutations to the vector displacement node.
User avatar
Sharlybg
Donor
Donor
Posts: 3101
Joined: Mon Dec 04, 2017 10:11 pm
Location: Ivory Coast

Re: (Open)Subdiv and Displacement shapes

Post by Sharlybg »

B.Y.O.B. wrote: Sun Jan 26, 2020 3:18 pm
Sharlybg wrote: Tue Jan 21, 2020 3:42 pm So i was right in my setting but my result look weird.
I have added support for all map channel permutations to the vector displacement node.
Thanks you matte for this fast update. Really appreciated.
Support LuxCoreRender project with salts and bounties

Portfolio : https://www.behance.net/DRAVIA
Fox
Posts: 437
Joined: Sat Mar 31, 2018 11:17 am

Re: (Open)Subdiv and Displacement shapes

Post by Fox »

Both displacement types have disconnect from faces, is this normal?
displacement.jpg
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: (Open)Subdiv and Displacement shapes

Post by Dade »

Fox wrote: Tue May 26, 2020 11:01 am Both displacement types have disconnect from faces, is this normal?
Are you sure the original object had connected faces ? It doesn't look like.
Support LuxCoreRender project with salts and bounties
Fox
Posts: 437
Joined: Sat Mar 31, 2018 11:17 am

Re: (Open)Subdiv and Displacement shapes

Post by Fox »

Dade wrote: Tue May 26, 2020 2:27 pm Are you sure the original object had connected faces ? It doesn't look like.
It's defalt blender cylinder. I also tested ctrl+t and mesh -> clean up -> merge by distance.
User avatar
Dade
Developer
Developer
Posts: 5672
Joined: Mon Dec 04, 2017 8:36 pm
Location: Italy

Re: (Open)Subdiv and Displacement shapes

Post by Dade »

Fox wrote: Tue May 26, 2020 2:54 pm
Dade wrote: Tue May 26, 2020 2:27 pm Are you sure the original object had connected faces ? It doesn't look like.
It's defalt blender cylinder. I also tested ctrl+t and mesh -> clean up -> merge by distance.
As far as I remember, BlendLuxCore has to export disconnected faces if the vertices do not share normals, etc.
Support LuxCoreRender project with salts and bounties
Post Reply