wall displacement tutorial

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SandroS
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there's been a bit of discussion and confusion lately regarding displacement settings on walls (especially corners) so i put together a tutorial that hopefully will show how it can be done in Thea:

step 01 - create your geometry. the important thing to understand at this stage is that to have a continuous displacement (for example at corners) requires continuous geometry and UV mapping. this is done in your modelling application. in this example i am using modo 401 to model and UV map.
step01.jpg
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step 02 - subdividing. this is very important as it makes it easier (and better quality) for Thea to calculate displacement. i think Thea has a tool for this now but just in case, this is how you would do it in your modelling app:
step02.jpg
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step 03 - UV mapping. another important step. here you need to make sure that the displacement map is continuous at the corners you want to displace (actually it is easier to UV map first, then subdivide but i forgot to make a screenshot when needed :oops: ):
step03.jpg
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part 02 next...
Last edited by SandroS on Thu Mar 31, 2011 3:05 pm, edited 1 time in total.
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SandroS
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then export to Thea using your plugin, .OBJ or other method. add some light...
step04.jpg
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activate IR and see what the wall looks like. here i have used a simple checker map so we can see clearly the displacement:

be careful with Subdivision level within the displacement settings (see note on image)
step05.jpg
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as you can see the corners are broken so we need to weld vertices and set smoothing to 'smooth':
step06.jpg
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part 03 next...
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SandroS
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with the welding and smoothing done, the displacement now looks great:
step07.jpg
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now to test with a more appropriate material. below you can see the difference between normal smoothing on and off:
step08.jpg
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step09.jpg
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and one more part...
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SandroS
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if rounding is too much or too straight with normal smoothing on/off, then you can round manually.

back in modo:
step10.jpg
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and final render in Thea (using same procedure as above):
step11.jpg
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HTH
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saurus
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Great to put it all in one place. Thank you.
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mr_jo
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Very clear and useful Sandro, thanks :thumbup:
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Frederik
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Excellent tut, SandroS... :clap:
Thanks for sharing, I'm sure many will learn from it... :thumbup:
Cheers
Kim Frederik

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joe average
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Thankyou SandroS... This is really helpful in understanding quite a few concepts. I have a noob question here.. on a lot of threads I have come across UV mapping. I have a faint idea but I'm not sure how it works and am i supposed to be doing it (when needed in sketchup or not and how).. :?:
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tridem
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:thumbup: excellent, thanks Sandro
Nicola
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thanks!!! :thumbup:
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