Displacement (height map) creation assistance

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User offline. Last seen 4 years 1 week ago.
Posts: 2

I'm making a displacement map from a high res sculpt onto a low res mesh in xNormal and have a couple questions.

-I'm getting a sort of artifacting in my map that looks like small islands or standard geographic height map rings around any height detail if that makes sense. Is there a way to avoid this? Maybe a way to smooth out these rings/details in settings?

Any advice on this and creating the best possible displacement?

Thanks!

User offline. Last seen 2 hours 39 min ago.
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Can you post a copy of the map please?

It would help us diagnose the issue Smiling

User offline. Last seen 3 weeks 23 hours ago.
Posts: 777

sinistar wrote:

I'm making a displacement map from a high res sculpt onto a low res mesh in xNormal and have a couple questions. -I'm getting a sort of artifacting in my map that looks like small islands or standard geographic height map rings around any height detail if that makes sense. Is there a way to avoid this? Maybe a way to smooth out these rings/details in settings? Any advice on this and creating the best possible displacement? Thanks!

 

Note xNormal does NOT subdivide the lowpoly model automatically ( because each modelling app use their own subd algorithm... and most are non-public ). You must pass an already-subdivided mesh as lowpoly ( just one or two times... remind a lowpoly must be a low poly after all... ). So just pass the lowpoly model sightly subdivided until the faceting artifacts dissapear more or less.

 

Alternatively, better use vector displacement mapping as is applied in the spiked ball example.

I think I'm going to write a video tutorial about this soon.

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http://www.xnormal.net

http://santyhammer.blogspot.com

http://www.ratgpu.com

User offline. Last seen 4 years 1 week ago.
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I can't really share an image at the moment but if you can imagine a geographic height map...that's the type of rings islands I'm getting around height information...

User offline. Last seen 3 weeks 23 hours ago.
Posts: 777

sinistar wrote:

I can't really share an image at the moment but if you can imagine a geographic height map...that's the type of rings islands I'm getting around height information...

Ok, for a terrain you won't need to subdivide the LP.

 

Several things to test:

1. Use a cage and sure it covers completely the HP mesh ( see the wall example ). Sure you check in the "use cage" option in the corresponding LP slot.

 

2. Notice xNormal auto-normalizes the heights finding the maximum height found. This may be good for you or not. If you see several pixels being clamped incorrectly you can try to specify the min/max values manually: press the "..." button near the "Generate maps->Height map" and change the option from "auto-normalize heights" to manual and set the min/max values.

 

3. Notice xNormal applies a dilation filter in the UV islands's borders. Don't worry about it, it's actually a good thing aimed to solve problems with UV seams... but if you don't wan't it just set the "Edge padding" to zero.

------------------------------------------------------

http://www.xnormal.net

http://santyhammer.blogspot.com

http://www.ratgpu.com