carrara Displacement? - the genesis2 cyan tif files?

MistaraMistara Posts: 38,675
edited February 2016 in Carrara Discussion

was just reading an interesting post in commons
http://www.daz3d.com/forums/discussion/comment/1011569/#Comment_1011569

says 3de displacement is per pixel, iray per vertex.

can't even think how to test what carrara does? per pixel or vertex?

is the neutral color black or that mid-grey?  well, that be an easy experiment to test out ...

Post edited by Mistara on

Comments

  • Per vertex in Carrara, very old and very slow system, been in Carrara for ages without any updates smiley

  • MistaraMistara Posts: 38,675

    by vertex makes it make sense now, i wasn't seeing anything happen until enabling subdivision.

    and gray as nuetral makes more sense, can't go negative from 0. 

    made a test map, y'all can use it if you want.
    basically just stepped up the grey by adjusting the B in HSB.
    added a color gradient swatch just to see, thought it might create a ramp, too many colors i guess.

    a few test renders on a plane primitive.  oh, should try comparing to a vertex plane, may behave differently.

    is this how death stars are born?

    oh boy, upping the sampling slowws it down a lot

    test disp.png
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    15 offset 0, subdivision enabled amplitude 2.png
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    15 offset 0, subdivision enabled amplitude 10.png
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    140 nice nuetral gray.JPG
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  • MistaraMistara Posts: 38,675

    did a one polygon vertex room rectangle. 

    displ can show in the preview, nice, can see if displacement will poke through clothes.

    don't understand those terrain layers.  want more rock.  

    expected it - textures dont accomodate displaced sides.

    i bought the zevo m4 vascular maps at rmp, but my crappy old pse can't see the psd layers.

    no idea what those 4 lil tools in the shader room do

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    16 - one poly vertex plane shader.JPG
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  • MistaraMistara Posts: 38,675

    Per vertex in Carrara, very old and very slow system, been in Carrara for ages without any updates smiley

    iz ironic an iray displacement map be more compatible than the 3de/old poser ones?  no idea what superfly does

  • DartanbeckDartanbeck Posts: 21,326
    MistyMist said:

     

    is this how death stars are born?

    Death stars... maybe. Then they're not fast at all. For other similar things, however, it's actually a lot more efficient to just use additional geometry.

    As an interesting experiment, try loading your new displacement maps into the terrain editor without any other generators or filters at first. Then add what you want to further enhance the look. This isn't exactly 'efficient' geometry, but it is fast and allows you to model with maps instead of vertices!

    In doing that, remember to work with the resolution setting on the right, in the terrain modeler. The default is just way too low to produce fine details. Works fine for really large, distant terrains though. 

  • MistaraMistara Posts: 38,675

    you made greebles!

  • MistaraMistara Posts: 38,675

    feature request, would like an option to choose vertex or pixel scheme

  • DiomedeDiomede Posts: 15,125
    edited February 2016

    Displacement mapping can still be helpful for low poly figures.  The following are screenshots from following a C5 tutorial for a mummy.  It starts with a low poly head which I have shown one view of the mesh.  Then compare the result with and without displacement mapping.  I've also included a screenshot of the uvmap and displacement map.

    mummy head mesh.JPG
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    mummy 1 compare.JPG
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    mummy 2 displacement map.JPG
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    mummy 3 uvmap.JPG
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,125
    edited February 2016

    And to echo what Dart said, the terrain editor can sometimes make a useful modeler.  For example, what if I wanted to model a picture frame like this.

     

    I can load the picture as a heightmap in the terrain editor (delete the default mountain). I then lower the height a lot (perhaps 3 feet) and increase the resolution (1025 x 1025).  I then apply a smoothing filter.  Might seem wierd to increase resolution then apply smoothing but I like having the extra control.  Then use the picture of the picture frame as the texture map for the frame shader.  If desired, you can use a layered list shader with elevation in the mask slot in order to apply an alpha to the white areas and leave just the frame.  Can you imagine actually modeling this?  Yuck.

    vintage-picture-frame-clip-art-old_picture_frame_page.png
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    picture frame modeled terrain editor.jpg
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    Post edited by Diomede on
  • DiomedeDiomede Posts: 15,125
    edited February 2016

    and here is the frame in the assembly room

     

    picture frame assembly room.JPG
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    Post edited by Diomede on
  • MistaraMistara Posts: 38,675

    trying the g2m vascular in ds first to see what spposed to look like first, then try rara

  • DiomedeDiomede Posts: 15,125

    Would like to see the difference.  Encourage you to post some comparisons.

  • MistaraMistara Posts: 38,675

    trying

    >.<

    what was the secret to g2m geograft again?  parent or conform extra geograft?

  • MistaraMistara Posts: 38,675
    edited February 2016

    the g2m vascular maps doent have texture tiffs or anything, shaping parameters under actoe.  tried uping sublvels to 2, not showing any deatil soo far.

    grey renders is how it looks in DS

    1 ds-gianni vasc maps 2 scar.JPG
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    2 140 rara gianni vasc.JPG
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    Post edited by Mistara on
  • MistaraMistara Posts: 38,675

    sigh hd morphs, modeling levels = ds subdivisions?  how many it needs before hd morphs kicks in?

     

  • MistaraMistara Posts: 38,675

    back to the m4 displacement maps. mebbe can make it fit gianni.

    the one from rmp says merchant resource, guess if it was easy someone would be selling it by now.

  • MistaraMistara Posts: 38,675

    the tif files didnt come over with gianni.
    iz cyan, dunno if i should set it as 'normal' in displacement channel?
    is it possible to load both the tiff and a vascular displacement map, layered disp maps?

     

    took a break from this to try minotaur >.<
    geograft disaster

    face looks okay.

    didnt load his tiff files.JPG
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  • 3DAGE3DAGE Posts: 3,311
    edited February 2016

    Hi Misty :)

    the red/blue image maps,. are Normal maps,. load them into the Bump channel as "Normal map"

    Displacement uses greyscale

    You should see better results once you set up the shaders for G2M with normal maps.

    Normal maps work like bump maps,. its a lighting effect,. which doesn't change the geometry, but can give the appearance a highly detailed surface,

    Displacement uses virtual sub-division to create a more detailed model 

    shader norml.jpg
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    Post edited by 3DAGE on
  • You can use displacement to do greebles too and various shader layers with 2D greyscale images of cogs pipes whatever in mixer operators but OMG it is slow to render and displace in 3D and export as obj with morphs and skinning you get one very highpoly figure.

  • Btw Misty greebles were traditionally bits of model kits or scrap metal and salvage in the case of movie sets stuck onto walls etc sprayed one colour often and decals added

    so surface replicator and lots of props are your friends

    raid your Nightshift 3D bits and bobs

  • MistaraMistara Posts: 38,675

    deathstar greebles smiley

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