Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 17 1:08 pm)
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.
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"!
Attached Link: http://forum.daz3d.com/viewtopic.php?p=18474#18474
Here's how to use it to replace the catsuit/transmap combination.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.
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.
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.
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"!
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!
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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"!