Seam between displacements

Started by Feel, July 04, 2020, 09:46:59 AM

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Hello, my point was to cover my brush geometry (house) with displacements so i can use WorldVertexTransition on walls
i found desirable texture inside de_dust2_zoo.vmf:
de_dust/hr_dust/hr_dust_plaster_20.vmt, there is 3 types of material - top mid and bottom
so i decided to split my wall into 3 segments by height to apply 3 different textures on a 3 sculpt meshes
i start from making primitive boxes for the bottom wall, align it to the house/grid, attach em, reset transform, affect pivot point, brushify, convert to editable poly, UVM map (box X,Y,Z parameters to fit my height,width), convert to editable poly, face selection - select front faces, launch displacement floater, press "only selected quads", press create sculpt mesh, edit poly on top, select only egde vertices, invert, push modifier - 1, apply texture - bottom
same procedure for the middle scuplt mesh, applying texture - middle. and i got a seam between 2 sculpt meshes.

after some research people advice (INSIDE HAMMER) select bottom verts of the top disp_brush, add to selection top verts of the bottom disp_brush, move them 1 unit down.
i tried this but it helps just a little, it does not make it invisible. also i dont want to make adjustments inside hammer.
then i tried to make clear map only for testing inside hammer, i made brushes same height and width, turn to disp, apply texture, and i noticed that hammer uses world align (when i export from 3ds max it is having face align by default)
anyway i couldnt get rid of seam even in hammer, only on a 'true' box brushes with same height and width using "justify - fit" option.

PS: lightmap was aligned on all these tries. Compile with 1 direct light, cascade shadow, with VRAD -final option

attach pictures:
1 - trying to find solve in TopHATwaffle community
2,3- following the advice to pull vertices down

Please help to find right solution inside 3ds max how to fix that, Thank you!


I am sorry you are having this issue.

I am curious about why you used separate sculpt meshes? Unless you have some needed modifiers, I would revert the sculpts back to normal displacements, then sew them, then create a large single sculpt mesh. This will make it easier to manager and help keep the borders aligned.

Please let me know if this helps.

Feel free to post on Discord and I might have some time today to do a video call with WW group to solve problems or answer questions.


Ty for the reply!
I suppose i dont know how to use different materials on one sculpt mesh, also how to manage uvmap to fit transitions between walls, how to keep tiling, because my bottom wall are 12 units taller then middle one.


hey! i found a realizable solution!

as u said, i combined middle and bottom displacements to one single sculpt mesh. before this i did some math with my total height of the house and UVM map scale according to my brush geometry, then convert to single sculpt, use multi/sub-object material, and assign different materials to desirable displacements with polygon ID, then tweak with UVM Xform modifier (it didnt work on committing sculpt mesh, i used to select all displacements and apply UVM Xform as instance), and it worked well without seam, even painting alpha!

Thank you very much! if u have better option for this method i would appreciate to know:) 


Sorry I did not reply sooner. I've been a little swamped. Note you should be able to use UV Xform on sculpt mesh--but it isn't enabled by default. By default, the sculpt commit does not commit UV changes from the sculpt to the displacements. The reason for this is I want users to be very sure they understand how the UVs work (because if you use a Unwrap UVW and relax, for example, you will invalidate the UVs because that is not how displacement UVs can work).

To be able to commit the UVs, you can open the Modify tab of the sculpt mesh and turn on the Commit UVs option in the Commit group of the Wall Worm Functions rollout. When enabled, UV changes will be sent down to the committed displacements.

Again, you must be careful to only use a modifier like the UV Xform modifier for UVs. Other modifiers are likely to invalidate. Also, if doing sections, make sure you select all polygons that belong to a displacement before passing up the stack to the UV XForm modifier because all faces representing the same displacement tile should always get the same treatment. You can ensure this by selecting a face or set of faces then hit the Expand to Displacement(s) button in the Selection... group of the Wall Worm Functions rollout.


thank you very much for the detailed explanation!
i haven't said yet, but i really appreciate this plugin.


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