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Maxunderground news unavailable

Simple material combination, I just don't know how...
show user profile  pichl1ga
Hi, I have been learning 3ds Max for about 2 months, and I've run into a problem
making a cave interior. I have a link here on Flickr with some
images to help better explain what I'm talking about:
http://www.flickr.com/photos/66592783@N08/sets/72157629025976863/

"Cave Test 2" has the walls that I want, which includes a noise displacement rate
of about 30 in the material editor. However, I am trying to have spikes hang down
from the ceiling of the cave, specifically to look like the spikes in "Cave Test
1.1". However, if I go into my Mesh Smooth modifier, click on the vertex icon,
and drag each vertex down to create a spike, the displacement from the material
causes the spikes to look rounded and disfigured, such as in "Cave Test 1".

I tried duplicating my cave geometry and making one with the displacement on it
to represent the walls, and one without the displacement to use for the spikes.
However, in "Cave Test 3", you can see that just placing the 2 cave objects on top
of each other creates an unnatural look where the two objects intersect. The spikes
on the right side specifically stand out and do not match the surrounding rock.

What would you do in this scenario? Is there anyway I can use just one cave geometry
but tell it to keep the spikes sections at Displacement=0 in the Material editor, but
the walls Displacement=30? I don't want to have that noticeable seam, so I
think I have to use one cave geometry and not two overlapping each other. Or is
there a way I can combine the two cave geometries but smoothen out that seam? If anyone would like to mess
around with the project file, email me at grantpichla@gmail.com

Thank you,
Grant
read 321 times
1/25/2012 4:28:24 PM (last edit: 1/25/2012 4:28:24 PM)
show user profile  urgaffel
Model the spikes below the mesh smooth modifier, and use more than one displacement map (one for the walls and one for the spikes) and create a mask to blend them... Maybe?



boop
read 301 times
1/26/2012 11:04:34 AM (last edit: 1/26/2012 11:04:34 AM)
show user profile  jareu
thats an interesting one. I agree with urgaffel, why not model the cave with the basic detail, meshsmooth and then use a displacement map for extra detail. Does the displacement map affect the spikes much?



He who says it cannot be done is interrupting the man doing it.

read 279 times
1/27/2012 12:41:12 AM (last edit: 1/27/2012 12:41:23 AM)
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