Is there any way to get this Effect with Displacement?

Is there any way to get this Effect with Displacement?

andymc4997
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Message 1 of 26

Is there any way to get this Effect with Displacement?

andymc4997
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Hi everyone, 

 

I have a very simple question. Is there any way to replicate this type of glass texture with displacement?

 

Pitcher.jpg

 

I know a normal map would give me that third axis so that it will replicate the beveled look, but then of course the edges of the model will be smooth, and not be accurate that way. Yes, I can try modeling this from scratch, then using the bend deformer to create the pitcher's shape, but there must be a way to either use displacement or even a texture deformer? This one really has me stumped for some reason.

Thanks in advance!

-Andy

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Message 21 of 26

damaggio
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Your displacement PNG is 8 bit.

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Message 22 of 26

andymc4997
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Thanks @damaggio but I still get the bumps when switching to a 16bit grayscale PNG, the same type of texture @Anifex09 used in his test render. (By the way @Anifex09 I opened and looked at the settings on your .mb.. Any reason you chose a Blinn for the glass instead of a standard surface?). I also went back and made sure the texture itself is smooth. I played around with multiple settings under Subdivision, and actually lowering Iterations to 2 seemed to smooth out the bumps, but then the edges of the grouting started to get all wavy. Setting it to 3 brought back the bumps. Turning Autobump makes no visible difference. 

 

andymc4997_0-1589339762317.png

 

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Message 23 of 26

damaggio
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you can't switch a 8 bit image to 16, there's no difference, the image must be created in 16 bit mode, always 16 or 32 for displacements and set image to Raw.

If there still some artifacts maybe the image resolution is too small, or you can ignore if it won't be that noticeable in the final renders.But is good to know why that happens.

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Message 24 of 26

Anifex09
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Updated file:  Normals for glass were reversed (you may have done this to reverse the effect of the displacement)

Just set the value of the displacement to a negative value (-1).

Added a ramp to tapper off the displacement towards the ends.

Added additional edge loops to the area of displacement.

Added a range node to add just a little more roughness to the engraved areas.

Using a 16bit or 32bit image will help in preventing unwanted artifacts but modeling the flow of the geometry to match the flow of the displacement is the best option for perfect displacement.

 

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Message 25 of 26

andymc4997
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Ok @damaggio thanks for the great info. Wow.. this thread has been humbling. I've been working with Maya/Photoshop for many years and I'm not sure how I'm just learning some of these things. Thank you.

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Message 26 of 26

andymc4997
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Awesome @Anifex09, thanks so much! Again, I've learned a lot just from this thread alone. And thanks for the patience :).

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