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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) |
| Pixar want to hire me! ![]() Join Date: Aug 2005 Location: Aotearoa Land of the long white cloud.
Posts: 581
| displacement mapping H2C5
Hi all, hope everyones having a nice day Its been a bit tense here lately so please be nice to me.When I am doing displcement in H2 I have to get up to about level 5+ to get surface detail like fine lizard skin etc. When I am in C5, I import obj file and apply displcement map, do I push the subd level of the object render up to the same level, or should I be moving the geometry level to 5+? In the manual I see there is a recomend to cheat with bump map over 3+. I not sure how to separate bump map and displecement map and export them at the relevant subd level. It is not clear to me No ... is like mud in the gumboots.Either way my machine seems to bog down when it trys to render in C5 at these limits. (Also the displacement render in C5 is nothing like the super beutiful look in H2. I not get any lizard skin yet) Any tips to improve performance? Also I am able to vary the texture map size in H2 but the displacement map seems stuck at 1K? Maybe I go fishing instead cheers Tony |
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| | #3 (permalink) |
| Box modeling ![]() Join Date: Feb 2006
Posts: 327
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You mean you actually got Hex2 to save with textures? Must be nice, I have yet to get Hex2 to save a model with any of the textutres or maps I've applied in Hex2. That is when I can get it to save without locking up.
__________________ What forest? All I see are trees. |
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| | #4 (permalink) |
| Pixar want to hire me! ![]() Join Date: Apr 2004 Location: Florida, USA
Posts: 549
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You did follow Grendel's tute didn't you? You exported your displacement map from the high smoothing level. Then you exported your model at the "0" smoothing level. In Carrara you set the "smooth" subdivision and the "rendering " level to the same as was in Hexagon. The only problem I've had is the known bug where the UV seams cause an actual split in the geometry when displacement is applied. And, of course the flipped map thing, which is easy to fix. The splits are what is keeping everyone from finishing work I think.
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| | #5 (permalink) |
| Pixar want to hire me! ![]() Join Date: Aug 2005 Location: Aotearoa Land of the long white cloud.
Posts: 581
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Hi guys thanks for reply. Yes I export model at 0 level and disp map at 5 level Sorry to labour the point and correct me if I misunderstand. In C5 I must shift Both the smoothing sliders for 'modelling' and 'rendering' to level 5.? I thought I could just get away with the rendering slider as if I push the modelling slider up as well my machine bogs down. Thanks for letting me know that those nasty little jags in displcement renders is possibly not entirely my own doing. |
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| | #7 (permalink) |
| Pixar want to hire me! ![]() Join Date: Aug 2005 Location: Aotearoa Land of the long white cloud.
Posts: 581
| workaround for edge jags
The displacement maps generated in H2 cause all sorts of seam artifacts in C5. Until this is fixed there are two ways around this, so that at least you can render your wonderful new creations in C5. 1. Edit the displacement map by exhanging the black area outside the edges to the same neutral grey as the majority of the rest of the map. (Try and avoid lots of displacement painting on the seams) see pic attached 1-4 2 Or once you have finished displacement painting in H2 collapse the geometry to a hires mesh. Therefore you have no displcement map. Disadvantage is that you end up with a hi poly model but at least you can practice until the fix comes along cheers Tony |
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| | #8 (permalink) |
| Moderator ![]() Join Date: Jul 2005 Location: Houston, Texas
Posts: 1,262
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I kept the screen res high on the tutorial so you can zoom all the way in and see my screen(600%). I have just the rendering slider up to the level needed, the modeling slider just makes your system slow as it is trying to redraw at that level, you could leave it a 0 for modeling if you want. Another fix i went over in the Cinema4D addendum, it uses the clone brush tool so you can still paint over seams and it will look good. The high level bump(5+) and lower displacement(3+) you would just do all your displacement at 3 or 4 and export that as your displacement map. Then step it up to 5 or 6 to do fine wrinkles details, then export that map and name it bump. Then in your render app use smooth to the level you exported your displacement at import that map to drive your displacement. Then in the bump channel import your higher level bump map(5 or 6) to add the faux wrinkles, the fine detail at those levels are probable not really visible from a profile shot anyway. |
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| | #9 (permalink) |
| Pixar want to hire me! ![]() Join Date: Aug 2005 Location: Aotearoa Land of the long white cloud.
Posts: 581
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Thanks for the explanation on the bump/displace levels Grendel, you are an exceptionally kind and helpfull person I try it outClone tool good idea too I like it cheers Tony |
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| | #12 (permalink) |
| Moderator ![]() Join Date: Jul 2005 Location: Houston, Texas
Posts: 1,262
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Do you mean the output size? No, i just used 1024 because there was no detail work in the example for the tutorial. I also exported the same map in .tiff and found that 1024 = 2mb, 2048 = 8mb, and 4096 = 32mb(double image size quadruples file size) If you are just pushing around lumps and basic details 1024 is fine. If you're going for life-like skin with creases/wrinkles/imperfections that will be close to a camera 4096 may be needed. Just enter the size you want in that field, validate, save as .tiff, then it will start exporting. It does take Hex longer to figure out and export the larger maps so don't think it locks up just give it a little time. |
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| | #13 (permalink) |
| Pixar want to hire me! ![]() Join Date: Aug 2005 Location: Aotearoa Land of the long white cloud.
Posts: 581
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Its Ok , From what you say I realise now that I can overwrite the disp setting (1024 default) in the export bump tool properties . How easy when you know how! Thanks againTony |
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