Forum: Poser - OFFICIAL


Subject: Creating "Fluffy" - Poser 5 tut, any interest?

who3d opened this issue on Jun 21, 2003 ยท 42 posts


who3d posted Mon, 23 June 2003 at 5:26 AM

A tut? Well - did I warn you it was easy? Start with Millenium Dragon and the texture-pack add-on from DAZ3D. Load up the Dragon and apply the Pro-Pack version of the green texture. Head over to the materials room, and for each material except the Wing Membrane disconenct the bump map from the Gradient Bump and attach it to the Displacement node instead. Change the Displacement value to 0.5 (much higher than I usually use - but hey, I was testing!). As I say, for all materials - except the Wing Membrane which I connected to the Bump node (not Gradient Bump) instead, and I may well not have applied displacement to the eye parts eitehr (Can't easily check at the moment because, erm, I'm rendering up an example of Poser 5 atmosphere). Sorry about this - but for ages my uploads to Renderosity simply wouldn't work - images were always corrupt, so I mostly didn't even bother THINKING about posting my meagre images. Now that it's suddenly working I'm all-a-flutter and rendering up stuff so I can actually HAVE a gallery next time someone says "don't criticise if you can't produce any images of your own" . Displacement maps are pretty much just super bump-maps, although there are some slight differences. For example, 50% grey on a bump map is "at mesh level" with darker being indentations and lighter being raised bumps (or, rather, those "colours" indicate what the bump map is attempting to display, without ACTUALLY causing creases and bumps on the model geometry). With displacement maps black (0,0,0) is "mesh level" and anything brighter is a bump "up" (away from) the mesh level. So creases are harder to do, because there's no "crease" function per se... instead you have to lift everything else up. While this SOUNDS like nit-picking, it isn't really - because you often have to avoid making your displacement map displace too far "up" from the mesh in order to avoid making joints/seams look odd... and in order to retain the basic shape of your model! So the "depth" of displacement CAN, in some isntances, be sorely limited despite the improvements over bump maps. Then there are images like the above, where even a large displacement looks (IMHO) quite good :) Cheers, Cliff