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| Modeling - Sculpting Dedicated forum to all the modeling questions & comments, from boxmodeling, edge modeling, assembly of shapes, etc. to sculpting. |
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| | #1 (permalink) |
| Vertex ![]() Join Date: Mar 2006
Posts: 7
| about hex2
Hello, I'm kinda embarrassed to show my almost total ignorance of modeling but i was watching some of the interesting videos for hex 2 and have a couple questions. on the video for displacement modeling of the asteroid. is that actually creating new geometry? if yes then will the file size for complex scenes with alot of displacement mapping be really Hugh? will all that detail export OK in 3DS to a renderer like vue esprit 5? and i kinda like the look in the video 'a street corner by night". the scene (before it is exported to carrera and rendered) has a nice cartoonish look. looks like the instant ambient occlusion and the shadows make a fine render all alone. will we be able save a high quality shot in bmp or jpg just like in a renderer? thanks, tom.
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| | #2 (permalink) |
| Extrusion ![]() |
The only part of the mesh that will get exported is the sphere. The extra geometry added will be converted into a displacement map and exported as a 2d image. When inside the rendering software you simply add the displacement map and the extra geometry will show back up at time of render. File size with even huge amounts of detail will remain small because of this. |
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| | #3 (permalink) | |
| Doodlin' Dude ![]() Join Date: Jul 2005 Location: South Carolina, USA
Posts: 1,013
| Quote:
My question: After using the displacement modeling, will those effects export into an .obj file or .3ds file for rendering in other programs? (How about an .stl or vrml file for 3d print use?) Thomas' answer: Nate: you will be able to export the collapsed geometry in STL, then, you will be able to do your 3DPrints Guess I don't understand how this works... | |
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| | #4 (permalink) | |
| Extrusion ![]() | Quote:
Normally all the extra geometry will remain seperate from the mesh and then exported with the original mesh as a displacement map (2d grayscale file). Then combined inside the rendering program of choice where the diplacement map will add back the geometry at the time of rendering. | |
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| | #5 (permalink) |
| Extrusion ![]() Join Date: Dec 2005
Posts: 153
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As far as I see it you will have to export options simular to how Zbrush works , 1 .export a low rez model with greyscale displacement map which can be used in your rendering software . 2. collapsed the geomtery and eport a high rez model with the displacement built into the mesh , which could be used for 3d printing ect: PS: not sure if hex 2 will export a displacement map or just a high rez model? Hex 2 does have Displacement modelling but I am sure if it exports the map or not ? Only Eovia staff can tell us that until Hex2 is released ![]() Opps just read the hex2 page again looks like Hex2 will export displacement maps
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| | #7 (permalink) |
| Doodlin' Dude ![]() Join Date: Jul 2005 Location: South Carolina, USA
Posts: 1,013
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I'm sure that once I get my hands on Hex 2, this will become clear. Displacement is something I have not experienced... Really looking forward to Hex 2 - the videos are awesome. (I have had several demos of ZBrush, but never the time to get into its mysterious workings.) -- Didn't mean to post in two threads, but wasn't sure Thomas would be looking at this one. -- |
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| | #8 (permalink) |
| Vertex ![]() Join Date: Mar 2006
Posts: 7
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as far as exporting displacement maps are concerned, are all renderer's able to use them? I'm using vue esprit as a renderer and i don't know that it has the ability to apply a displacement map . is this a feature that is common to all renderer's?.
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| | #9 (permalink) | |
| Box modeling ![]() | Quote:
Displacement maps do as they say. They displace the vertexes on an object. If you sub-divide an object, you create more vertexes. This in turn makes a smoother displacement. C5 now supporst sub-division at render-time, so you can set a high setting there while maintain a lower setting for on-screen work. C5 has another method of displacement through only the shader, but I'm not too familiar with it (I typically use the sub-division way.) Perhaps Thomas can expand how this other method works. | |
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| | #10 (permalink) | |
| Moderator ![]() Join Date: Jul 2005 Location: Houston, Texas
Posts: 1,264
| Quote:
Z-brush can do this as well, you just have to watch your poly count so your 3d package can still handle it. | |
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| | #11 (permalink) |
| Always learning new stuff ![]() |
Carrara use two system: a subdivision inside the shader, which is for object which doesn't have smoothing in the vertex modeler, and only a displacement, which "move" the polygones made and subdivide inside the vertex modeling. To resume: -You have a vertex model made in any software, with a dispalcement map to create a high polygon model, then, add a high smoothing level in the vertex modeler, load your displacement map in the shader and DON't check the subdivision option in the shader. -You have an imported model, splein object, which you don't have to smooth nor edit in the verte modeler, your shape is ok, but just add some micro details (checker on a primitive plane) and need a more accurate model, then, activate the subdivision option in the shader parameters. Hexagon 2 will export displacement maps, which will be supported by most engine which support displacement. After, the problem is more to find the specific values in each software (same problem with Zbrush..) |
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