Thursday 10 October 2013

Displacement Tips

Half Life 2 Mapping Tutorial: Displacement Tips

For me (I could be wrong) using noise on displacements can lead to problems, as the noise is distributed upwards so that the edges do not match other displacement edges - causing a need to match them up (more work).I would do each geometry individually (even though it takes longer, you have greater control and more potential to create more natural curves), using a value that is a factor of 2 - not 5 which is the default, as you are already working on a grid of 2, then displacements can match with solid brushes correctly,Lastly, brushes intended to be turned to displacements should tessellate 

like this so that two displacements align on the grid, with each triangle aligned as well.  This is necessary to avoid gaps showing.I could be wrong, but by using these guidelines I have been able to create displacements without gaps.

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Also, read these Half Life 2 mapping displacement tips:

Valve developer 1

Valve developer 2SDK Nuts

Interlopers Advanced DisplacementsInterlopers Creating Cliffs

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