M4 Displacement Maps on M5

edited December 1969 in The Commons

Hello,

I am having a bit of a problem with using the displacement map for M4 on the M5 character textures.

The vein and muscle definition in the displacement maps really give a realism that is great for what I am trying to do.
It works fine on genesis, apart from with any M5 textures.

When used with the M5 character, the skin texture seams are shown in the render when the displacement map is applied.

The skin textures for M5 area really great, and would be a shame if I couldn't use them in conjunction with the displacement maps to give really great realism to muscle and skin tone.

Is there a way to solve this issue, or a displacement map for M5 on the horizon?

have attached a sample image of the issue

Many thanks

Richard

M5_displacement_map_test.png
562 x 526 - 290K
M5_displacement_map_test2.png
562 x 526 - 300K

Comments

  • GhostofMacbethGhostofMacbeth Posts: 1,627
    edited December 1969

    I think it is one other the other, unfortunately. M4 or M5 and not a mix of both.

  • Zev0Zev0 Posts: 7,089
    edited April 2013

    You can convert any UV set for Genesis to M5 or other via the Daz Map Transfer tool, in your case you just want the displacements converted. Sometimes there will be minor seam issues that will have to be manually fixed. Nothing major really.
    If you use this, do it one map at a time or the results wont be pleasant.

    http://poser2octane.deviantart.com/art/Daz-Studio-4-Map-Transfer-Mini-Tutorial-303888794

    Post edited by Zev0 on
  • edited December 1969

    Thanks, I'll have a look at that and see how it goes...

  • edited December 1969

    Ok, I have read through that and in the process of doing a transfer.

    Do I transfer the M4 displacements maps to a blank genesis figure, do a map transfer and then apply that displacement map once I have my finished texture for M5?

    I'm a little unsure as to when I do the map transfer and then when I apply the new displacement map

    Thanks

    Richard

  • Zev0Zev0 Posts: 7,089
    edited April 2013

    Basically you convert the displacement to m5 uv and save it somewhere. Then you load up your M5 texture set on Genesis, under the surface tab, select all the 1's and apply the converted face displacement if you have to the displacement channel. Select all the two's and apply the torso displace and 3's are for limbs displace. Set it to 100 strength and min at -0.1 and max at 0.1. You must load a displacement in all groups or the seams will show. If you dont have one for the face, just fill a square with the same base colour and dimensions as another groups displace and apply.

    Post edited by Zev0 on
  • edited December 1969

    Great thanks.

    That is clear now and will test it. is taking a while to save the displacement map so will let it run over night and test it in the morning and report back.

    Thanks for the help

    Richard

  • Zev0Zev0 Posts: 7,089
    edited April 2013

    Mine takes 10 seconds per map. It shouldn't take that long. What are your rig specs? Also make sure that just the displacement map is loaded and nothing else or it will convert all assigned maps. Just check the bump, diffuse and set to none. All you need is the displacement channel. And always do one map per group. So if you decide to convert the diffuse\colour maps, only have them active and the rest set to none or the conversion will come out messed.

    Post edited by Zev0 on
  • edited December 1969

    Hello,

    Do I just save the file or do I press accept?

    If i press accept it does rendering and all sorts and takes a while

  • edited December 1969

    Ok, i reduced the baking quality and it reduced the time.

    However, it is coming up with an error, saying it is unable to save the file.

    Not really sure why

  • Zev0Zev0 Posts: 7,089
    edited December 1969

    It doesnt give a progress bar..I just wait till my hd stops loading lol. Dont know why it is giving an error. Does it give with the settings at full?

  • edited December 1969

    it gives me a progress bar for the rendering and so on.

    I restarted daz and seems to be doing it ok now.

    I am just doing one for each of the 7 sets of texture maps and will then see if it has worked out ok.

  • edited December 1969

    Quick question though, does it matter what image type I use? just saved as the default jpeg atm

  • Zev0Zev0 Posts: 7,089
    edited December 1969

    Cool. Post the results. I am curious to see how they turn out.

  • Zev0Zev0 Posts: 7,089
    edited December 1969

    brutus_1 said:
    Quick question though, does it matter what image type I use? just saved as the default jpeg atm

    I save as JPG as well.

  • JaderailJaderail Posts: 0
    edited April 2013

    Zev0 you rock. I so wish I had known this in the past. I'm very happy to learn this as it will help me use more of my content as I try to use more of my figures with Genesis from my older characters I had created in the past.

    This has been Updated for clarity.

    Post edited by Jaderail on
  • Zev0Zev0 Posts: 7,089
    edited December 1969

    Cool. Glad you will find it useful:)

  • edited December 1969

    OK, just a quick update for now.

    The map transfer was partially successful in that it realigned the displacement map for the M5 UV, so that now the displacement matches up with the texture and shape, eg the belly button is in the right place, muscle outlines are aligned etc.

    However, there is still a slight seam issue and one or two areas that need touching up (such as the ears, way may be best to just have no displacement for at all for this purpose).

    I have done a test edit of the displacement map in a photo editor and am pleased to say that with a little smudging, the seam is removed and you are left with a nice, smooth transition between arm and torso etc.

    I shall post some sample images a bit later of the results of the map transfer pre-editing, and then when I have finished tidying up the map transfer images I shall post some more sample images of the final result, which hopefully will result in a perfectly good displacement map for the M5 figure.

    Whether or not this can then be used for other genesis figures is yet to be seen, but I suspect I will need to go through a similar process for V5 textures etc.

    i would just make a note here, for anyone looking to do similar, that the M5 character does come with a displacement map as default when you load the character, which gives vein definition quite well. if you just want to give a bit more vei definition on on your character, might be best to stick with that, but for a really realistic muscular definition, the M4 displacement map is a lot lot better, and the conversion to M5 is highly recommended.

    If my attempts are successful I may post the the displacement images for others to use if they think the results are good enough.

    Thanks for the help

    Richard

  • Zev0Zev0 Posts: 7,089
    edited December 1969

    Cool. Glad it works..Just remember, you can only post if the original displacement map you are converting is your own. On a side note, I have converted my vascularity product for Gen 5 and will be packaged for free with my upcoming skin overlay product.

  • edited December 1969

    Just thought I'd post a quick image of the smoothing test I did to see what people think.

    I just did a small area on the arm/torso seem just above the arm pit. you can see the difference between the smoothing and the seem above it and under the arm where it has been left as the result of the map transfer.

    you can also so the difference in muscular definition the displacement map produces.

    M5_conversion_test_smooth.png
    562 x 526 - 388K
  • Zev0Zev0 Posts: 7,089
    edited December 1969

    The only issue with muscle displacement is that you might get poke through with clothing..Hense why people prefer doing morphs. However displacement is fine for smaller details. Anything too raised will cause pokethrough issues, however it is perfectly fine for a character wearing no clothing.

  • edited December 1969

    Cool, when will you be releasing that? Would be a good addition to my tools for what I'm doing.

    That's a good point about poke through. I only want subtle definition mainly so shouldn't be too much of an issue hopefully. I guess I can always set the min displacement down a bit more and then can reduce the positive displacement to minimise the poke through and still have same definition?

  • Zev0Zev0 Posts: 7,089
    edited December 1969

    You will have to play with the min and max values. If the min is too high you actually shrink your character..so just do some spot tests..with a simple clothing item on..Oh the overlays should be ready by next month sometime..still have a long way to go..its gonna be quite big..something like 12 different skin effects...But thats all I am saying for now:)

  • edited December 1969

    Ah ok, does sound like a lot of work. Hopefully it will be ready before my final animation renders though!

  • Zev0Zev0 Posts: 7,089
    edited December 1969

    Lol you have no idea......Well I'm working on it as fast as I can...so lets hope it will be done in time..

  • Cayman StudiosCayman Studios Posts: 1,135
    edited December 1969

    Zev0 said:
    ... On a side note, I have converted my vascularity product for Gen 5 and will be packaged for free with my upcoming skin overlay product.

    Will this now be extended to accommodate Gen 6?

  • Zev0Zev0 Posts: 7,089
    edited June 2013

    No. Gen5 UV's is the highest. To make Gen6 UV version sets means basically doing the entire product over for two new UV's IE male and female. I don't have the energy to go through all that again lol. Plus it wil push the deadlines of all my other products out. Gen5 and even Gen4 UV's work fine on Genesis2. V4 Uv's is still the most commenly used so I cannot afford to redo the entire product just for 6-10 gen6 sets. Maybe when it picks up I will see, but right now it just isn't a wise business decision.

    Post edited by Zev0 on
  • Cayman StudiosCayman Studios Posts: 1,135
    edited December 1969

    Zev0 said:
    No. Gen5 UV's is the highest. To make Gen6 UV version sets means basically doing the entire product over for two new UV's IE male and female. I don't have the energy to go through all that again lol. Plus it wil push the deadlines of all my other products out. Gen5 and even Gen4 UV's work fine on Genesis2. V4 Uv's is still the most commenly used so I cannot afford to redo the entire product just for 6-10 gen6 sets. Maybe when it picks up I will see, but right now it just isn't a wise business decision.

    OK, Zev0, fair enough - and that was one hell of a quick response!

  • Zev0Zev0 Posts: 7,089
    edited December 1969

    Lol I respond when my freaking notification in Gmail actually works:)

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