Gaps in Displacements?
Gurney Halleck
12-04-2005, 06:32 PM
What is the best method of eliminating gaps in displacements? The sew command works pretty well but still leaves a fine line gap between the displacement faces. See the pic in the link below.
The Fine Gap (http://img44.imageshack.us/img44/135/disproom00019rt.jpg)
Cheers
Tonedef
12-04-2005, 06:39 PM
Have you tried using 'Raise to' with auto sew on? That may work :)
travis
12-04-2005, 06:49 PM
Select both displacements and use the smooth tool to sew them, make sure you set a decent radius as you can get problems by having too small a radius.
Gurney Halleck
12-05-2005, 12:47 PM
Tried both methods - still leaves a hair line gap. The only way I can see to get rid of is to have the brushes intersect, but that seems problematic.
ultranew_b
12-05-2005, 01:02 PM
I assume you made sure the verts were lined up, snapped to the grid?
Possibly even try manually moving them off the grid and back again, to make sure they snap.
:)
Furyo
12-05-2005, 01:04 PM
I use overlapping displacements. I make one of them go under the other one, and extend it enough so that the transition is seamless with the nodraw brush under it.
travis
12-05-2005, 02:11 PM
Originally posted by Gurney Halleck
Tried both methods - still leaves a hair line gap. The only way I can see to get rid of is to have the brushes intersect, but that seems problematic.
Obviously you are doing something wrong then as this works.
SgtPoisonMiller
12-05-2005, 02:40 PM
Paint Geometry
Smooth
Distance: 1
just make sure you dont get any other vertices in your sphere and it should do it.. you can see the gap in hammer, so you dont have to compile each time...
if that doesnt work... then just make them intersect eachother... it wont be problematic...
travis
12-05-2005, 04:42 PM
Originally posted by SgtPoisonMiller
Paint Geometry
Smooth
Distance: 1
just make sure you dont get any other vertices in your sphere and it should do it.. you can see the gap in hammer, so you dont have to compile each time...
if that doesnt work... then just make them intersect eachother... it wont be problematic...
Dumb. You need a higher radius because you will find the first and second vertices need to be edited to obtain a proper sew in some situations. I would suggest using a radius that covers the first 2-3 vertices - after that you can paint the geometry as though it was just 1 displacement.
Tonedef
12-05-2005, 05:25 PM
Not necessary to call him dumb :rolleyes:
travis
12-05-2005, 05:42 PM
didn't.
SgtPoisonMiller
12-05-2005, 05:55 PM
I still have no idea what he was talking about...
"Distance: 1" isnt the radius.. its the smoothing distance... with smoothing the lower the number, the closer it smooths it... 0 is insane... those of you who know... know why...
what I meant by "just make sure you dont get any other vertices in your sphere and it should do it.. you can see the gap in hammer, so you dont have to compile each time..."
was other than the two vertices you want to sew together...
like
in Utah I had to sew together a 200ft sq. with a 100ft sq both with a power of 4... I took the edge of the 100ft and doubled up the lines so they met up with the lines of the 200ft... and then manually sewed them together...
Gurney Halleck
12-05-2005, 07:52 PM
I think I got it now. A combination of intersecting brushes/displacements, the paint geometry tools and auto sew. However the upper displacement is in shadow now and it wasn't before - strange, but I guess that can be fixed with the light tools.
Cheers
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