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[Toolkit feature]: Adjust Default Inwards Displacement to 0.01 #677

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skurtyyskirts opened this issue Nov 18, 2024 · 3 comments
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@skurtyyskirts
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What is the context of the feature/improvement?

Can we adjust the default Inwards Displacement from 0.05 to 0.01? In my experience 0.05 has always been too much displacement for textures, and I feel 0.01 is more of a general displacement default.

Please describe the feature/improvement?

To adjust the 0.05 displacement to 0.01 as the default.

What would be your solution? (optional)

...

Version

2024.5.1

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Screenshot 2024-11-17 222213

@skurtyyskirts skurtyyskirts added feature toolkit RTX Remix application triage labels Nov 18, 2024
@nxkb nxkb added the runtime RTX Remix runtime label Dec 12, 2024
@nxkb
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nxkb commented Dec 12, 2024

Thanks @skurtyyskirts. These defaults are managed in an MDL file outside of the toolkit. Since these values will be different for every asset depending on how wide and high the heightmap should be interpreted, it would be good to get some consensus from the community. Feel free to invite folks to thumbs up this change to show support for a smaller value.

@nxkb nxkb removed the toolkit RTX Remix application label Dec 12, 2024
@nxkb nxkb removed their assignment Dec 12, 2024
@nxkb nxkb changed the title [Toolkit feature]: Adjust Inwards Displacement to 0.01 [Toolkit feature]: Adjust Default Inwards Displacement to 0.01 Dec 12, 2024
@skurtyyskirts
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Sounds good, thank you! I'll ask the community and see what they think :)

@MarkEHenderson
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Had a brief conversation about this with Skurtyskirts on discord here:
https://discordapp.com/channels/1028444667789967381/1028444668918235197/1316976941118783528

For manually authored materials, the value should really be set per material, and the current default is pretty good.

Skurty's use case is more focused on the batch AI material ingestion. In their workflow, every material gets a heightmap but the AI gives no indication of how deep that heightmap is intended to go. In this case, a value of 0.01 would be small enough that most of the materials wouldn't need to be adjusted.

Unfortunately, POM is not free, and I'd rather avoid having workflows that encourage users to have barely noticeable POM on every surface in the game.

The best case here would be for the texture generation AI to also generate a displace_in value, and somehow pass that through the ingestion pipeline.

Another possible option would be to allow users to set up their own default values before ingesting a batch of materials.

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