Timeline for Distortion when using displacement modifier
Current License: CC BY-SA 3.0
13 events
when toggle format | what | by | license | comment | |
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Mar 30, 2017 at 18:03 | vote | accept | MaxGoode | ||
Mar 9, 2017 at 13:31 | answer | added | lemon | timeline score: 1 | |
Mar 8, 2017 at 21:36 | comment | added | MaxGoode | Problem 2: Once I solve problem 1, rather than going straight into the displacement and having a big edge, I want a smooth transition. I tried to achieve this by adding a fade to the edges of my texture, but it doesn't seem to work, is this where vertex weight painting comes into play? i.sstatic.net/Jp8pS.png | |
Mar 8, 2017 at 21:34 | comment | added | MaxGoode | My explanation hasn't been great so I've broken it down. 1: I'm getting a big dip all the way round the ring at both ends of the displacement And the only way around I can think is to actually apply the modifier, and then select all the edges in the 'dip' and scale up. i.sstatic.net/1dH9t.jpg | |
Mar 8, 2017 at 14:36 | comment | added | lemon | ok, as I am not sure of what we are talking about finally, is that what you want to obtain? i.sstatic.net/4Yq2o.jpg. If yes, I'll write an answer about it. | |
Mar 8, 2017 at 13:49 | comment | added | MaxGoode | Thanks for the continued support! Is it the midl value you're talking about? Because when I set that value to 0, I get a large offset from the original surface [1]: i.sstatic.net/Unu4i.png Then at 1, I get a large offset in the opposite direction. [2]: i.sstatic.net/EFdUm.png And at 0.1, I'm still getting the dip at the edge of the displacement border. [3]: i.sstatic.net/7knGP.png | |
Mar 8, 2017 at 9:00 | comment | added | lemon | Sorry: in the last comment I said "vertex paint", but I wanted to say "vertex weight paint" | |
Mar 8, 2017 at 8:49 | comment | added | lemon | Vertex groups is a way to assign a value to the vertices of the group. This per vertex value can be between 0 and 1. About that and concerning the displacement modifier, the displacement will be max when the value is 1, intermediate when the value is 0.5 and there will be no displacement when 0. So simply use the vertex paint to lower the displacement on the border (you can make it smooth to 0 to the borders) | |
Mar 8, 2017 at 8:30 | comment | added | MaxGoode | I haven't got the sides in the group, when I apply the displacement modifier, on the edge of the vertex group/UV map I get this big dip at the sides: [2]: i.sstatic.net/y9sVE.png I've tried editing the UV map with a black edge in varying shades, but I still get that dip on the edge of the displacement where I want it to smoothly join. [1]: i.sstatic.net/g8Hdh.png The only way I can think is to apply the modifier, select all the edges in the bottom of the dip and scale, but that would be a very tedious task. | |
Mar 7, 2017 at 14:15 | comment | added | lemon | If I understand you well... simply remove the sides from the vertex group... or I don't get the point? | |
Mar 7, 2017 at 13:34 | comment | added | MaxGoode | Thanks for that Lemon! I'm trying to get rid of the raised edge circled below. I tried editing the actual texture, put a black faded edge, but for some reason I still get the raised section. Maybe sculpting is the easiest way? [1]: i.sstatic.net/dCAN2.jpg | |
Mar 7, 2017 at 8:18 | comment | added | lemon | Displacement modifier has a 'vertex group' option which allows to displace only the vertices affected to this group. | |
Mar 7, 2017 at 8:15 | history | asked | MaxGoode | CC BY-SA 3.0 |