question1: make a grayscale version of the texture and use that as a second texture and apply the disp to the grayscale and not the color. If it stands out instead of in push the Ne button that should inverse it. (make sure you keep the same offsets/sizes and axisses otherwise they won’t match) (or Bartleby’s method under my post, probably faster)
question2: to follow the cube in the Map input push the cube option istead of flat. xyz… well thats something else but it’s in fact just the swapping of the axisses. so now your original x became z, y is still y and z became x.
edit: the difference between makin a grayscale like in my method is that by playing with it’s contrast you will be able to make the mortar seems come out/in better. but pushing disp twice is indeed a good idea to invert
there is nothing wrong, the displacement is just way to strong. In the Map to tab lower the disp value. Allso if I’m not mistaking Blender reads grayscales as 50% gray = no displacement. So now the white parts (the bricks) go out and the black parts go in.
So you should lower the disp value and/or you remake your grayscale and make the white 50% gray.
also, with the displace function, in materials, it is affected by the size of the object. so if you have changed the size of the object since it was created, you might want to do a ctrl A on it to apply scale. Something the size of the default cube, would be very sensitive, but if you enlarged it, and applied scale with ctrl A, it would become more managable. You could then shrink it, without applying scale, and it would retain it’s manageability. But, really, the displace modifier is superior, because with the materials method, everything comes out like stacked blocks, but with multires and the displace modifier, it’s more like a subsurfacing.
(edit) I take it back about the multires + disp modifier, I just did a test on a grid and I got more detail with the materials method and a subsurfacing.
i tried this, used a differenct brick wall.thought the old one was not the one i should use at this stage
no displacement modifier, just subsurf, used Ne, etc but im still not satisfied
i dunno i mean its proberbly not the right texture colour.
ok questions
1] how can i change hue / saturation of texture without changing it outside blender, so i got to learn how to change it within blender
2] am i doing it right by giving it subdivide value of 25, is it how its normally done, considering it may be used in an animation and rendering could take a long time?
There’s no saturation control in materials, but there’s brighness and contrast controls in textures, and I think that, if you layered the same image tex in the next channel up, set to ‘multiply’ in materials, instead of ‘mix’, then tweaked the brightness and contrast, you might be able to increase the saturation.
(edit) just tested it btw, works great.
looks pretty convincing now, maybe a touch too saturated in a couple of places though, i wonder if reducing the contrast on one of the channels might even it out some.
It does look nice, but it comes at a hefty price - almost 500,000 verts. For a single cube. That is way too much for practical use, even though it might only be necessary for extreme close-ups.
…I’m currently searching of methods to achieve a good brick wall since I have a big project to texture. As it seems, displacement mapping is not the way to go, normal / bump mapping will have to do…
what you do, is you render your object with the disp texture but with the normal map col texture (orhere) as col map (orthographically). Then you just remove the disp texture and use your new render as nor texture together with the brick col texture, and you remove the subdivision.
I did a brick wall using only a normals map that is in my entry for the last BWC, i think this is it: http://home.att.net/~yorik/wc200fin.jpg
(edit) ok the first link i posted was the wrong one, but it’s fixed now