KeyShot Forum

Gallery => Amazing Shots => Topic started by: Weezer on October 02, 2018, 02:53:22 PM

Title: KS8 displacement
Post by: Weezer on October 02, 2018, 02:53:22 PM
Some tests with new KS8 displacement...
Title: Re: KS8 displacement
Post by: KeyShot on October 02, 2018, 06:27:20 PM
Awesome examples :-)
Title: Re: KS8 displacement
Post by: mattjgerard on October 03, 2018, 07:06:31 AM
Those last ones look like JSplacment examples :) I just found that app and its awesomely fun! This is one I knocked up real quick last night when I needed to burn up 15 minutes before heading home-

Title: Re: KS8 displacement
Post by: Will Gibbons on October 05, 2018, 10:28:57 AM
My! These are some cool experiments. Nice exploration.
Title: Re: KS8 displacement
Post by: Weezer on October 06, 2018, 04:32:52 AM
Yes, most of those were done using maps from JSPlacement https://windmillart.net/?p=jsplacement (https://windmillart.net/?p=jsplacement). Great little app and it's free.
Title: Re: KS8 displacement
Post by: Finema on October 06, 2018, 06:00:08 AM
Hi
I have a problem with displacement. The result is pixelated and not clear. What is the right way to go about it?
Thanks
Title: Re: KS8 displacement
Post by: KeyShot on October 06, 2018, 05:34:38 PM
Quote from: Finema on October 06, 2018, 06:00:08 AM
Hi
I have a problem with displacement. The result is pixelated and not clear. What is the right way to go about it?
Thanks

Increase the number of triangles allowed and possibly reduce the mesh resolution in the displacement shader.
Title: Re: KS8 displacement
Post by: Finema on October 06, 2018, 11:12:27 PM
Thank you.
But even if the number of triangles is increased to 20 million, the result is not clear
Title: Re: KS8 displacement
Post by: INNEO_MWo on October 06, 2018, 11:36:06 PM
Quote from: Finema on October 06, 2018, 11:12:27 PM
Thank you.
But even if the number of triangles is increased to 20 million, the result is not clear

And did decrease the value of the resolution?
Title: Re: KS8 displacement
Post by: Finema on October 07, 2018, 12:16:46 AM
yes
Title: Re: KS8 displacement
Post by: KeyShot on October 07, 2018, 10:02:16 PM
Can you share your scene with beta@luxion.com then we can take a look at it? We have some improvements to displacement mapping coming in 8.1.
Title: Re: KS8 displacement
Post by: Finema on October 08, 2018, 12:41:41 AM
Hi,
I sent my scene
Here a screenshot you can see  that the circular shape is not clear (resoluion 0,01 et 20 M triangles
Title: Re: KS8 displacement
Post by: Magnus Skogsfjord on October 08, 2018, 04:03:43 AM
Love the engraved look on the top one there! I'm in a process to pull of a similar look so that's gonna be a reference image for the process :)
Title: Re: KS8 displacement
Post by: bdesign on October 08, 2018, 09:28:17 AM
Quote from: Finema on October 08, 2018, 12:41:41 AM
Here a screenshot you can see  that the circular shape is not clear (resoluion 0,01 et 20 M triangles

Is the displacement map 8 bit? Smoother results will be attained with 16 bit (PNG) and 32 bit (EXR) textures. Also, take note of the triangle count in the HUD in the viewport. Does the count increase when you increase the Max Triangles count to 20 million in the Displace node properties? Keep increasing the Max Triangles count until you see an increase in the HUD (for the initial increase, try setting a value at least double the triangle count shown in the HUD). Try setting the Resolution value to .001.

Cheers,
Eric

Title: Re: KS8 displacement
Post by: Weezer on October 08, 2018, 10:30:16 AM
Quote from: Magnus Skogsfjord on October 08, 2018, 04:03:43 AM
Love the engraved look on the top one there! I'm in a process to pull of a similar look so that's gonna be a reference image for the process :)

I used the same greyscale map for the displacement – which is set to a small amount – and also for the roughness, which helps sell it. I was pretty pleased with the result! And in answer to the guy above, yes your displacement maps need to be very high resolution and very high bit depth. And don't be afraid to take the resolution down to really low values – like 0.00001. Of course, sometimes it's just easier to model the geometry if it's a relatively simple shape.