Materials Custom Textures Displacement Map Issue

Slobodan

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May 30, 2020
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Belgrade, Serbia
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11.3.1 Pro
Hi there. We already spoke about this topic but I either didn't understand something or still doing wrong or - it's just a Lumion's issue and limitation. So I'll just go for it.

I import a lot of custom models, that I buy on the platforms (CGTrader, 3DSky etc.). I prepare them in Sketchup (reduce their geometry with Skimp, apply the textures that go with them..) and import to Lumion. But if the texture is not square and set to 2048x2048 or 4096x4096, displacement map is corrupted and just messes up the look instead of doing its job.

When I started the topic back then, I got an answer that the maps (their resolution in pixels) would need to be divisible by 4. So in case of this jute rug that had some odd numbers (or just not divisible by 4) in its size, I redid it in Photoshop so the both sides x&y would be divisible by 4. Still Lumion reads the displacement map wrong and gives the bad result.

So, how to resolve it then? Don't tell me that the texture map would need to be square! That would mean that I would need to edit the maps in such way that in Photoshop I have to add a bunch of pixels on sides, increase its size, and not to mention that I would screw the UV the model came with, and would need to reapply maps!?

disp examp.jpg



Displacement Misbehaving Video
 
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Hi Slobodan,

Sorry to hear you're struggling with that. Let me guess... when you add the Displacement Map, it displaces it horizontally? Would that be a correct assumption?

If that's the case, then I'd be grateful if you could please contact us via the support system to get technical support:
Once we manage to get to the bottom of things with the team, we're happy to share the results over here. Thanks in advance.
 
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Hi Slobodan,

As promised, adding the solution here too:
I managed to make the Displacement Map work without any issues but before that, I tried to do a few things to see if you can avoid making the map square:
1. I disabled the .DDS compression in Lumion and reimported the textures you forwarded us. Didn't work.
2. I saved the files as .PNG and removed the corners (made them transparent). Same result.
3. Tried both of the above at the same time. Still, the same.

However, making the texture square worked perfectly. And that was without adding any pixels. Just erased the corners real quick and resized the canvas:
UQjQp5qIxeDsycqb7J2kAhJBn
ZgMffWKbj0kg1Mu89GgZfedBv

Image -> Canvas Size -> set it to square

Everything works as expected: https://recordit.co/05iBL97xS2

The issue is currently reported to our developers and there's still no fix for now apart from making the Maps square and divisible by 4. However, they are still looking into a permanent fix. Fingers crossed it will be found and apologies for the inconvenience.
 
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Thank you, Dimitris and Javier!

In the past couple of years, enriching my Lumion library with dozens of bought and downloaded models, I have encountered this situation many times. Often the texture map including its displacement is neither square nor divisible by 4! Making it square and /4 makes quite a nasty couple of additional steps. But what's noticeable there is that those textures were corona or vray ready. Meaning those rendering machines read them as they are and do not require additional work or edit. In that specific thing, Lumion falls behind its competition in rendering.

Have that in mind and try to 'unlock' any texture size or ratio, when creating disp maps. Thanks!
 
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Hi Slobodan,

Thanks for the feedback and don't worry, we are aware of the workflow hiccups it brings. Even at this stage, the Displacement Map is not always behaving oddly when not square. In the Library there are some rectangular Materials where it works just fine. Now, the developers are looking into it and fingers crossed there will be a fix in the upcoming versions - however, what we shared with you was a method on how to avoid the issue 100% - basically making the workflow of textures bulletproof.

As soon as this is addressed, it will appear in the Release Notes for future versions of Lumion. In the meantime, your patience is much appreciated.
 
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