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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 20 7:20 am)



Subject: A"new" way to make skintight clothes ; displacement maps.


vilters ( ) posted Wed, 14 January 2004 at 7:35 AM · edited Thu, 19 December 2024 at 7:17 AM

file_93095.jpg

OK, this works better as expected. Look at the collars, the belt, sleeves, pants bottoms, wrinckes need some practice. What I did. Take a texture and paint the clothing on it. Save the "clothified" texture. Delete, cut away, all skin parts that have no clothing on them (head,hands, feet). Make black and white, invert. (parts with no clothing should be black)and save as the displacement map. Open Poser, import figure, apply "clothed texture". Apply the displacement map to the body( (example is with a displacement of 0,5) Advantages; - great for skintight clothes - never posing problems, always conforms Usefull for; bra's, panties, socks, shirts, shorts etc... Greetings and happy testing, Tony

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


TrekkieGrrrl ( ) posted Wed, 14 January 2004 at 7:38 AM

WOW that is a NEAT idea!! And it works surprisingly well too! I bet it works wonders for the Second Skin clothes too :oD

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You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



vilters ( ) posted Wed, 14 January 2004 at 7:42 AM

The example is 2x the same *.pz3 in the same render. Left with the displacement map and on the right without. The displacement even makes shadows!! The figure is the P4-Lo, and the texture is 2000x2000, as is the displacement map. Hair is standard poser low-res with texture and bump map. No postwork has been done exept reducing for posting. Tony

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


stewer ( ) posted Wed, 14 January 2004 at 7:48 AM

Attached Link: http://forum.daz3d.com/viewtopic.php?p=18474#18474

Here's how to use it to replace the catsuit/transmap combination.


vilters ( ) posted Wed, 14 January 2004 at 7:48 AM

file_93096.jpg

The displacement map

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


PhilC ( ) posted Wed, 14 January 2004 at 7:53 AM

Nice one :)

Now try this .... make your initial displacement map gray to white. Select the forearm area and graduate gray at the elbow and black at the cuff. Set your displacement up slightly to take into account the base gray.

Flared sleeves?

philc_agatha_white_on_black.jpg


PhilC ( ) posted Wed, 14 January 2004 at 7:56 AM

Sorry I've got my black/white round the wrong way. And now that I see your map I can see that you have done some graduation.

Lots of scope for creativity :)

philc_agatha_white_on_black.jpg


lululee ( ) posted Wed, 14 January 2004 at 7:56 AM

That is one sexy lookin lady. Great info. Thanks so much.


DocMatter ( ) posted Wed, 14 January 2004 at 10:22 AM

Great idea! I'm bookmarking this puppy!


3ddave44 ( ) posted Wed, 14 January 2004 at 11:59 AM

Certainly looks like it works well. I think she's more suited for a dress whose neckline is above the top of her head however... eeesh! : )


LonCray ( ) posted Wed, 14 January 2004 at 12:11 PM

Oh, good, I'm not the only one who feels that way about her face. I was starting to think my sense of feminine beauty had fallen completely apart. Thanks 3ddave44!


mateo_sancarlos ( ) posted Wed, 14 January 2004 at 2:08 PM

Good idea. Now anybody can do a "glove map" without wasting time doing glove morphs or trying to make the hands invisible under a "glove conforming figure".


Mason ( ) posted Wed, 14 January 2004 at 2:47 PM

Actually the video game industry has been doing this for a while now. Instead of making figures using geometry, the figures are simply cylinders with displacement maps on the arms, legs, chest etc. Then the 3d card does the geom creation on the fly. The result is a figure that can render in unlimited resolutions without making detail levels. Far away they render as very low poly figures. Up close you can even see buttons on the shirts. I'm surprised no one has tried this already thought this doesn mean you're reliant on fire fly for your renders or any package that accepts displacement maps.


compiler ( ) posted Wed, 14 January 2004 at 3:13 PM

Well, Mason, the technique you describe seems very efficient. But I don't think I'd have much fun posing cylinders... ;-)


Mason ( ) posted Wed, 14 January 2004 at 4:13 PM

True but the overhead on p5 would be reduced on the front end (no more v3 sized lumbering polygon giants) and you could vary the complexity by simply varying the map density. True you wouldn't see the figure when posing but you could load a heck of a lot more and let p5 do the work. I could see a new set of characters that are displacement map based for medium to low res characters to play background figures. The base figure would be a simple cylinder object like the mannequin and the maps would do the work of filling in the figure.


stewer ( ) posted Wed, 14 January 2004 at 4:24 PM

You don't have to vary map density. First of all, FireFly being a REYES renderer is always creating micropolygons of ~1 pixel size (the shading rate, to be precise), so close-up figures get automatcially more detail. Second, "texture filtering" will do exactly that - small (and filtered) textures in the background, larger textures in the foreground.


momodot ( ) posted Thu, 15 January 2004 at 1:47 PM

Very cool! Now I can't paint clothes too well and would like something to start with... I think this second skin is V3... is there anything out for V1/2 or P4?



vilters ( ) posted Thu, 15 January 2004 at 2:58 PM

For momodot: all the examples,rendered and non rendred, that I use are for the P4-Lo figure. You do not have to paint clothes. Search some foto's, scan them, and cut and paste on your preferred texture map. You'll have to change them a little bit for the front and- or rear side. Most clothes have wrinckels, so you don't have to paint anything. You oly have to do the parts that will be visible in the final render. I't something I just recently discovered, and there is nothing available elsewhere yet. ( to my knowledge ) it looks like others have been using it before me. Tony

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


momodot ( ) posted Sat, 17 January 2004 at 11:03 AM

That is so terribly cool! I had been trying to figure out what model the figure was! The map looked P3 or something but the face looked Judy??? I could not figure out the chest... P4-Lo! No facial expresions channels though... I have a P2-Hi I made full bodymorphs for (heavy etc) and full facial expressions (I mapped a teeth image to cylinder props to go in the mouth) but I think I will try this idea you show on P3 or the ortho-mapped P4 figures since I may want some morphs though I guess too much morphs will injure the texture. P4-Lo... that is SO COOL!!! You fake the back of clothes by cloning over zippers and buttons I guess. Very smart! Thank you for showing this!



momodot ( ) posted Sat, 17 January 2004 at 2:12 PM

file_93097.jpg

How did you get such good mapping in the face! look at my P4-Lo people :(



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