[Sidefx-houdini-list] Rendering boxes with cusped edges anddisplacements
PSpicer at bournemouth.ac.uk
Wed Aug 24 04:42:19 EDT 2011
I gave the edges of the box a polybevel of 0.001 without cusping N, and it gave me a bumpy box with no teared edges. Not an ideal solution I know, but the noise passes through the edges in a pleasing way whilst retaining the overall box aesthetic. It is not quite as boxy as a sugar cube however it is not that far off.
On 24 Aug 2011, at 03:39, Christopher Stewart wrote:
> 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...
> Christopher Stewart
> Vancouver, BC
> 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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