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I'm trying to give a mesh a Circuit board texture with an image as the refrence.

refrence

I need the green lines to extrude out of a mesh. Here's my setup

setup

and here's what i got:

enter image description here

As you can see, the lines are fuzzy and distorted. how can I get them crisp and extruded?

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2 Answers 2

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I think the displacement map not working properly is a side effect of the colour in the image. You probably want to convert that into grayscale before using it as a displacement map.

Well, with a quick bit of photoshop work, here's what I came up with. It's not perfect and you can see the pixels if you zoom in a bit too much, but it works somewhat.

Displacement map: enter image description here

Colour: enter image description here

Node Setup: enter image description here

Final Result: enter image description here

Edit:

Typically you won't want to plug in the normal map node. I did that because there were some shading issues that cropped up in Eevee, and it seemed to fix it. In cycles, it works fine without the Normal Map node.

enter image description here

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    $\begingroup$ Hello, some genuine questions :). Why not connect the BW image directly into the Height input on the Displacement node? And does the BW image have enough information to be used as a Normal map at all? I'm just curious :). $\endgroup$ Commented Feb 12, 2020 at 9:15
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    $\begingroup$ @ᴊᴀᴄʜʏᴍᴍɪᴄʜᴀʟ Displacement maps probably weren't meant to be pure black/white. The displacement map was shading some areas black for some reason so I just threw in the normal map and it seemed to fix it. There's probably a better way to "rescale" the image (aside from directly editing the image). Then again...maybe its just something to do with Eevee because it works fine without the normal map in Cycles. $\endgroup$
    – stphnl329
    Commented Feb 12, 2020 at 13:05
  • $\begingroup$ Thanks, always learning :). $\endgroup$ Commented Feb 12, 2020 at 13:15
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    $\begingroup$ True (generated-geometry) render-time displacement doesn't work with EEVEE at all. It's Cycles only, and still needs the Experimental feature-set to be switched on in my 2.81. $\endgroup$
    – Robin Betts
    Commented Feb 12, 2020 at 13:52
  • $\begingroup$ @RobinBetts good to know, thanks! $\endgroup$
    – stphnl329
    Commented Feb 12, 2020 at 14:13
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Apologies to @stphnl329 for a very similar answer, but I got this far, and maybe there are a couple of extra points here...

enter image description here

  • If the pattern on the reference image encodes anything, it encodes height, not normals.
  • Agreed with @stphnl329, it's good to make a clean extraction of the green pixels as a black and white mask. (@stphnl's is better than mine)
  • It's a toss-up: you might be able to give yourself more wriggle-room by blurring the mask. This will enable you to make variable selections/manipulations of the mask for use in the material itself. In the tree below, it enables the Color Ramp to determine the extent of the gold material, and the RGB Curve node to put a profile on the displacement.
  • To avoid compression artifacts, and keep everything linear, strictly, you should save the mask as a floating-point .EXR. It may make no difference for what you want.

enter image description here

With the material's Settings > 'Displacement' set to 'Bump Only':

enter image description here

and with Displacement:

enter image description here

Maybe Displacement is overkill?

.... and when it comes down to it, I think I prefer @stphnl's render .... :D

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  • $\begingroup$ There's much to be learned from yours, having the ability to edit the displacement sharpness in Blender with the nodes would definitely come in handy $\endgroup$
    – stphnl329
    Commented Feb 12, 2020 at 13:31
  • $\begingroup$ @stphnl329 thanks for your generosity... anxious not to tread on your toes.. :) $\endgroup$
    – Robin Betts
    Commented Feb 12, 2020 at 13:39
  • $\begingroup$ No worries, I've got much to learn when it comes to nodes and texturing still :-) $\endgroup$
    – stphnl329
    Commented Feb 12, 2020 at 13:40
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    $\begingroup$ For future reference - there's a lot of open-source hardware projects nowadays and a free tool called gerbv which can export manufacturing files as SVGs. CADs themselves usually support DXF and sometimes STEP exports. $\endgroup$
    – jaskij
    Commented Feb 12, 2020 at 20:19
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    $\begingroup$ Or there are PDFs ready sometimes. $\endgroup$
    – jaskij
    Commented Feb 12, 2020 at 20:23

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