I started messing around with creating my own displacement maps and companion AO map. I have included them both in the ZIP file. This is my first serious attempt and I hope to make a few more.
The BLEND file I used to create these maps I pulled down from post #863 from this thread. I used that as a starting place and modified it by adding in squashed thin cc0 shipyard quad based models from the multiple offerings.
With the output from Manuel Bastioni being all quads I just could not resist giving this technique a try on a human model.
I have tweaked the displace texture a bit to allow a more fuller range between 0 and 1.I still can’t break the 3x3 sub division memory barrier, however. When I try that Blender 2.78c crashes.
I put together another 4K matched image set for displacement. This one is more column and pipes based. Minimum curved angles and no diagonals are present in the maps.
@Atom, you had been a little absent in the forum lately, right? If I remember correctly, you had shared nice stuff with the community before, thanks for that. And thanks for these new displacement maps.
A question guys, do you still use the old method with Displace modifier for this? How does this work with Cycles Microdisplacement?
I still use the original method leveraging the displacement modifier. Mainly because I typically export the result as a mesh for further processing in other packages.
I created a variation on the 4-color by height concept. In this material there are 4 shaders by height. Use the Greater Than Nodes to dial in color areas based upon the displacement map height you happen to be using. I also added a psuedo switch to a few shaders so you can quickly switch from diffuse to glass, emission or glossy.
I have used three levels of subdivision in Subsurf modifier, higher value fills my 15GB RAM and blocks my PC (slow disk for swap memory). I am using displacement node and Bump node (I do not even know if I am using the nodes correctly :o)
In general microdisplacement is great and is the better method to use with Atom’s textures, as they still have a few objects that don’t work good with the “old” method.
(They’re great, though, and I’m happy someone else is still out there making those. )
However, the kind of usage michalis had in mind has issues with microdisplacement, as it can’t “stitch” the object together at places where the UV-Map isn’t connected.
I don’t have an example ready, sorry. But it’s easy to test.
What works great, though, is to combine both methods:
Hi, maybe someone can help me… I want to create a cool looking realistic canyon in blender. I want to paint my own displacement map so it has a unique terrain.
So I painted my own displ. map 3000 x 3000 px and saved as .png (see above). I subdivided the plane 12x. I unwrapped plane and I did micro-poly node setup and settings in Blender 2.78 for micro-poly displacement as per a tutorial.
Problem: When I apply the displacement map to the plane it looks inferior. Anyone have ideas what I am doing wrong? Is the disp. map too small? Do I need the map to be larger like 5000x5000?