Displacement at different heights

DoomsdayCMDoomsdayCM Posts: 0
edited December 1969 in Daz Studio Discussion

I am trying to use a displacement map to create realistic scars on a character, but I need some scars to be lower that skin surface (Deep Scar) and some to be elevated scars, how would I do this?

Comments

  • JaderailJaderail Posts: 0
    edited July 2013

    Displacement in DAZ Studio is based on the 0-255 grey scale. So 128 is Flat and 0-128 is down and 129-255 is up. That means dark areas will depress and light areas will raise you will need to set a Positive and Negative value in the Displacement channel to see the effect.

    For Poser you need to Add a Negative math node to the Channel for Down displacement.

    Post edited by Jaderail on
  • DoomsdayCMDoomsdayCM Posts: 0
    edited December 1969

    Hmm, I have just been using a bw image and adjusting pos and neg to get white to change, you got a guide?

  • Richard HaseltineRichard Haseltine Posts: 100,791
    edited December 1969

    It would be more accurate to say that black is whatever the minimum displacement value is, white is whatever the maximum value is and shades of grey give intermediate values - which, since the defaults are equal and opposite makes mid-grey zero displacement but you can change that. It is, if possible, better to use a 16-bit tiff for displacement - certainly if the displacement is going to be large - in order to avoid obvious stair-casing. In you case you'd want to keep min and max equal and opposite, so mid grey was neutral, but you may need to adjust the actual values (which are in cm) - paint the deep scars black, or dark grey, with a grey feathering around them so that the edges aren't vertical, and the raised scras white, or light-grey, with a feather to avoid vertical edges.

  • DoomsdayCMDoomsdayCM Posts: 0
    edited December 1969

    It would be more accurate to say that black is whatever the minimum displacement value is, white is whatever the maximum value is and shades of grey give intermediate values - which, since the defaults are equal and opposite makes mid-grey zero displacement but you can change that. It is, if possible, better to use a 16-bit tiff for displacement - certainly if the displacement is going to be large - in order to avoid obvious stair-casing. In you case you'd want to keep min and max equal and opposite, so mid grey was neutral, but you may need to adjust the actual values (which are in cm) - paint the deep scars black, or dark grey, with a grey feathering around them so that the edges aren't vertical, and the raised scras white, or light-grey, with a feather to avoid vertical edges.

    I tried this but am still only ably to get raised or depressed, not both :-/

  • Richard HaseltineRichard Haseltine Posts: 100,791
    edited December 1969

    What does your displacement map look like? What are your settings for displacement?

  • Richard HaseltineRichard Haseltine Posts: 100,791
    edited December 1969

    Using this map and these settings I get this render

    DispRender.jpg
    1000 x 1000 - 133K
    Disp-Seetings.JPG
    550 x 207 - 22K
    DsipTest.jpg
    500 x 500 - 33K
  • DoomsdayCMDoomsdayCM Posts: 0
    edited July 2013

    Using this map and these settings I get this render

    That seems to have worked, I believe it was the grey BG that did it.

    Originally I used black BG with White for the effect, then tried Black and White with trans BG.

    Thank you :)

    Also, since I am using this as a greyscale now will I still be able to do the lighter/darker border to get the gradual rise/fall of depth?

    Post edited by DoomsdayCM on
  • Richard HaseltineRichard Haseltine Posts: 100,791
    edited December 1969

    Yes, just blend from the colour of the scar down to mid-grey - the darker or lighter the colour, the lower or higher the surface respectively.

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