[Sidefx-houdini-list] Rendering boxes with cusped edges and displacements
stonesoupdigital at gmail.com
Tue Aug 23 22:39:52 EDT 2011
Sorry Sean, but this is great to hear. Thought I was just all
brainless and thumbs.
I've been making all affected geometry sub-d's with hella-creased
corners. It fixes that and some other shading issues.
Not any kind of real solution and hopefully somebody here knows the score...
3D | VFX | IT
On Tue, Aug 23, 2011 at 6:49 PM, Sean Lewkiw
<Sean.Lewkiw at cis-vancouver.com> wrote:
> I'm pulling my hair out trying to get this to work.
> I have a bog-standard box. I apply a simple shader and render, I get smoothed edges. Slap on a vertex sop, cusp N, I get faceted edges. Good.
> Apply a displacement using simple turbulent noise in a simple "material shader builder" shader. Now I get the sharp edges, but the displacement tears. It looks the same as you get with a unshared points box, only there are no holes.... the holes are just filled with a streaked displacement.
> Uncusp the vertex N, it looks nice, but now I have interpolated normals and it no longer looks box-like and shades weirdly at edges.
> Am I asking for the moon on a stick to expect this to work? I need the non-interpolated normals of the cusped version, without the tearing of the cusped version.
> Sean Lewkiw | DFX Supervisor
> method studios vancouver || 50 West 2nd Ave | Vancouver BC | V5Y 1B3
> p. 604.874.8700 | f. 604.872.2106 | c. 6043461228
> sean.lewkiw at cis-vancouver.com
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