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Vue F.A.Q (Last Updated: 2025 Jan 30 6:52 am)



Subject: Primtives Geometry and Metablob Question ?


ddaydreams ( ) posted Sat, 09 January 2010 at 10:12 PM · edited Sun, 02 February 2025 at 7:22 AM

I'm using Vue 8 Complete.
Edit object seems to be grayed out on the sphere primitive.

Is there a way to divide the Geometry making up a sphere primitive?
I need more polygons.

I went to make a metablob out of a couple of sphere primitives and it looked like it needed more polys when I used a displacement material on it. I could see triangles along a displaced edge.  I was hoping that upping the poly amount of the primitives I used for the metablob would help.

Or upping the polys of the metablob itself if a metablob even has polys.

Any help?

Thanks
Frank

Frank Hawkins/Owner/DigitalDaydreams

Frank_Hawkins_Design

Frank Lee Hawkins Eastern Sierra Gallery Store

 

My U.S.A eBay Graphics Software Store~~ My International eBay Graphics Software Store

 


saithan ( ) posted Sun, 10 January 2010 at 12:11 AM

try changing the scale of the displacement material.most of the materials work best if the primatives are at default size (even when squashed etc. another thing with hyper terrains  is that while they are still in metablob form and not baked it is a pain to work with complex displacment materials.

i see a tut a while back that mentioned just adding the fractal bump then baking it save it as an object then you can layer on basic materials while holding the displacment of the original fractal.

i'm not 100% sure on any of this it has been a bit of time since i last see the tut on that you may want to doi a tutorial lookup for vue hyper terrains.


Rutra ( ) posted Sun, 10 January 2010 at 5:56 AM · edited Sun, 10 January 2010 at 5:57 AM

Primitives are not really meshes. As the manual describes, they're "mathematically pure" objects. I think operations made with them (like booleans or metablobs) have the same nature. Therefore, I think it doesn't make sense to talk about increasing the number of polygons because the optimum number is calculated at render time.

If your displacement has artifacts, I think the best is to increase the quality boost slider in the 'Bump' tab of the material editor. If this isn't enough, you have to increase the advanced effects slider in the render settings. This slider also has influence on the quality of displacement mapping.

Hope that helps.


Rutra ( ) posted Sun, 10 January 2010 at 6:15 AM

Regarding what saithan said, I would just like to clarify that the term "hyper terrain" as used by quadspinner in his tutorials means simply to bake a primitive (or a primitive operation) with displacement applied (therefore creating geometry from the displacement map) and then apply a bump on top (to provide an extra level of detail). It's a very simple and old technique with a fancy term. :-)

This term hyper terrain in this context should not be confused with the same term used in the game industry with a completely different meaning.


Rutra ( ) posted Sun, 10 January 2010 at 11:21 AM

I was now informed that the Complete version does not have the bake feature. So, baking the metablob is not possible.


saithan ( ) posted Sun, 10 January 2010 at 12:45 PM

that is too bad i guess when i upgrade i will go with xstream or infinite. unless they have devised a better more efficient way to export as a mesh. I really liked it for making reusable objects between applications.
 
In vue 7 I always noticed that when i get mesh artifacts scale of the displacment map to the object and the depth of the bump had a lot of play in the issue. vue 8 i'm sure has more tools to deal with those things.

just trying to get your input before i shell out the money.


PineCones ( ) posted Sun, 10 January 2010 at 2:19 PM · edited Sun, 10 January 2010 at 2:22 PM

Quote - I was now informed that the Complete version does not have the bake feature. So, baking the metablob is not possible.

But you can export primitives and metablobs
File->export object.
Set resolution to 'high' if needed. (and if that's not enough, could read it in to a modeling program and enhance there).
Then read it back in by using
file>import object.
I think that is in effect the same as baking, so I dont know why e-on decided to remove it from 'complete', it's just a way to  irritate the user  to do it in 2 steps, but not a reason to pay for Infinite.


saithan ( ) posted Sun, 10 January 2010 at 5:56 PM

one of the issues with that was that bake gave you some flexability with deciding the poly count.

i've not tried it yet with 7 to see if just exporting without baking retains the displacment into the mesh.


PineCones ( ) posted Sun, 10 January 2010 at 6:21 PM
  1. You can vary the number of polygons you want when you use a regular export too. When you shift the mesh resolution slider it tells you how many polygons there will be. Although it seems that there is a max value, and if you want more than that you'll need to use another application after the export.
  2. No, the export doesnt retain the displacements - it just enables you to have more polies when you re-import and apply the displacement again to the new object. The OP thought more polies may solve his problem, if that is indeed the problem, a simple export/reimport will do it.
    (I tend to think Rutra is right and it is a problem of quality)


ddaydreams ( ) posted Sun, 10 January 2010 at 8:52 PM

Thanks Rutra, Saithan and Pinecones

Yep, can't bake

Tried scaling texture but that looses the look I wanted, but did help loose a bit of the poly jag artifacts but not much of a change.

Also tried increasing  the quality boost slider in the 'Bump' tab of the material editor. did not do it either.

So Tried upping the mesh res on export, then import again but that was not enough.

So Tried importing that exported mesh into Zbrush, that turned it into a pile of jagged triangles.

So I had to just start over using Zbrush as the modeler and remade the shape there. Which is my normal workflow anyway.

Then just use Vue for the material and render. Got er done loooks fine

Thanks for the help, I'm sure your suggestions will come in handy on other metablob with displacement  material situations, just not todays odd combo.

Frank Hawkins/Owner/DigitalDaydreams

Frank_Hawkins_Design

Frank Lee Hawkins Eastern Sierra Gallery Store

 

My U.S.A eBay Graphics Software Store~~ My International eBay Graphics Software Store

 


Rutra ( ) posted Mon, 11 January 2010 at 1:39 AM

ddaydreams, just a question: you didn't mention, but did you try increasing the slider "advanced effects" in the render settings?


ddaydreams ( ) posted Mon, 11 January 2010 at 10:47 AM · edited Mon, 11 January 2010 at 10:55 AM

Quote - ddaydreams, just a question: you didn't mention, but did you try increasing the slider "advanced effects" in the render settings?

Hmmm I think I missed that but not sure. Tried so many things I'm not sure.
Thanks for mentioning that again.
I chucked the problem scene file or I would try now.

I'll keep that in mind for next time.

Or I might get curious and try to recreate the problem just see if that helps. If I do I'll post here.
Kinda busy now with taxes though.

Thanks

Frank Hawkins/Owner/DigitalDaydreams

Frank_Hawkins_Design

Frank Lee Hawkins Eastern Sierra Gallery Store

 

My U.S.A eBay Graphics Software Store~~ My International eBay Graphics Software Store

 


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