Problem getting displacement to work on certain surfaces.

jd641jd641 Posts: 462

I'm trying something with the https://www.daz3d.com/strange-and-unusual-iray-shaders set and for the life of me I can't figure out why on certain objects/surfaces it doesn't work but on other's it's just fine.

I apply the shader to a curtain from this set: https://www.daz3d.com/dforce-studio-drapery and while the shader applies and everything looks ok in the surfaces tab I can't get the displacement to work.

I applied it to a random glass bowl prop and it works just fine.

I thought it might be a SubD issue but the drapery is already set for SubD, so I dunno what I'm doing wrong.

Comments

  • scorpioscorpio Posts: 8,533

    I think its to do with the SubD displacement level in the surfaces tab having been left at 0. I think I did report a problem when the shaders were released but....

  • jd641jd641 Posts: 462
    scorpio said:

    I think its to do with the SubD displacement level in the surfaces tab having been left at 0. I think I did report a problem when the shaders were released but....

    I noticed that the default value is 0, which is kinda strange but even if I change it on the curtains it won't add the details I get with the bowl prop in the last two images. The emmisive's work just fine.

  • SimonJMSimonJM Posts: 6,076

    It has to do with the density of the mesh as well

  • jd641jd641 Posts: 462
    edited April 2020
    SimonJM said:

    It has to do with the density of the mesh as well

    I can definintely see that as being an issue and that would also explain why other shaders like a fuzzy carpet shader wouldn't work on a simple plane. Is there a way in Studio to add to the mesh so the shaders can work properly?

    Post edited by jd641 on
  • SimonJMSimonJM Posts: 6,076
    jd641 said:
    SimonJM said:

    It has to do with the density of the mesh as well

    I can definintely see that as being an issue and that would also explain why other shaders like a fuzzy carpet shader wouldn't work on a simple plane. Is there a way in Studio to add to the mesh so the shaders can work properly?

    If the surface has an active (value > 0) displacement map there should be a slider giving a SubD setting for this surafce only.  Crank that up and better results should occur (not sure if the entire object needs convertign to SubD first)

  • barbultbarbult Posts: 26,426
    Check the log file for messages. If the subD makes the mesh "too dense", Daz Studio will use lower subD than you specified and put a message about it in the log file.
  • nicsttnicstt Posts: 11,715

    If density of the mesh is reasonable then sub d at zero is fine, and may even be less of a hit to performance than when increasing it.

    Sub D as the full name suggests (sub-divide), divides pre-existing mesh; it needs some to work with.

  • Richard HaseltineRichard Haseltine Posts: 108,979
    barbult said:
    Check the log file for messages. If the subD makes the mesh "too dense", Daz Studio will use lower subD than you specified and put a message about it in the log file.

    DS will override a single division that pushes the mesh too high, though I'm not sure if goes by number of divisions or by absolute number of polygons. It won't, as far as I know, take account of other meshes in the scene when making that choice - and it may, as nicstt says, allow an unnecessarily hight level even then, with a negative impact on performance (and on getting the scene into the GPU).

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