textures on displacement geometry

textures on displacement geometry

Re: textures on displacement geometry Posted by Redclaws on Wed Jan 16th 2008 at 4:52am
Redclaws
18 posts
Posted 2008-01-16 4:52am
Redclaws
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18 posts 509 snarkmarks Registered: Dec 1st 2007 Location: Washington DC, USA
What is the trick to fixing textures that have become distorted on displacement geometry when you have moved it around? I have tried a bunch of different things and cant seem to get the texture to cover the area properly without distorting in some areas. I see it all the time even on some of the original game maps where the mapper moved a part of the displacement geometry around so some of the areas are distorting the texture on it. I hope there is a simple way to fix that and leave the displacment in its current position. I have done a lot of mapping for AVP2 (DEDIT) and there was a nifty tool to fix it in that game engine so you should never have distorted looking textures.

Any help with this would be great.

Cheers,

Redclaw
All that you know is at an end.
Re: textures on displacement geometry Posted by Captain P on Thu Jan 17th 2008 at 9:33pm
Captain P
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Posted 2008-01-17 9:33pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
Could you post a screenshot showing exactly how distorted the texture is?

Either way, I once built a cave-styled map and had similar problems. In most cases, I masked the troublesome areas with some prop models or hid them in shadows. And what Valve did in Episode 2 was creating a special shader for cave-wands, to avoid stretching textures, which seems to be the best solution so far.
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Re: textures on displacement geometry Posted by fishy on Fri Jan 18th 2008 at 4:40pm
fishy
2623 posts
Posted 2008-01-18 4:40pm
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2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
There's not really anything you can do about it. Only the same things you can do with textures on normal brushes; scale rotate etc.

Imagine the displacement is like a big square of elastic with an image printed on it. Stretch the elastic, stretch the image. Create the displacements, as close to the shape that you need as possible, so there's less distortion when you tweak them.
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Re: textures on displacement geometry Posted by reaper47 on Fri Jan 18th 2008 at 6:08pm
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2827 posts
Posted 2008-01-18 6:08pm
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2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
I agree with Captain P. It's near-impossible to guess your problem based on your description alone. There are many ways a texture can look "distorted" and different causes.
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Re: textures on displacement geometry Posted by Redclaws on Fri Jan 18th 2008 at 10:07pm
Redclaws
18 posts
Posted 2008-01-18 10:07pm
Redclaws
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18 posts 509 snarkmarks Registered: Dec 1st 2007 Location: Washington DC, USA
Thanks guys, I kinda figured I was going to have to work with brush face sizes, limiting how far I move the displacement geometry, rotation, and texture scaling. Fishy is right in that the displacement brush's act like big elastic rubberbands...the more you stretch them the more the texture distorts across it's face. To bad there is not a tool that allows the texture to spread evenly across a distance regardless of brush size or shape...and does not distort!

I just had a thought...what would happen if I turned off "texture locking" and then moved the displacement geometry around (using the tools in the displacement toolbar)? Theoretically the texture is no longer bound to the brush but to space...so I should be able to move the displacement brushes around without distortion as the texture should not be gluded to them. I will have to test this idea out.

Cheers,

Redclaw
All that you know is at an end.
Re: textures on displacement geometry Posted by Naklajat on Sat Jan 19th 2008 at 12:25am
Naklajat
1137 posts
Posted 2008-01-19 12:25am
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1137 posts 384 snarkmarks Registered: Nov 15th 2004 Occupation: Baron Location: Austin, Texas
Materials get mapped onto disp surfs according to how they are mapped on the brush face used to create them. It can be pretty limiting at times, but you learn to work around it.

Experiment, try different ideas and don't be afraid to get rid of stuff that just doesn't work. The better you know the limitations the better you can work within and around them, and there's no better way to learn the limits than to hit them.

o