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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 06 7:01 am)



Subject: Note to P5 users: Remember what displacementmaps can do for you


TrekkieGrrrl ( ) posted Sat, 10 July 2004 at 9:29 AM · edited Fri, 29 November 2024 at 8:06 PM

file_115843.jpg

For instance it's great for making flared legs on a bodysuit. This example uses the David MM Bodysuit (There are 2 versions in the pack from Daz)

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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.



TrekkieGrrrl ( ) posted Sat, 10 July 2004 at 9:30 AM

file_115844.jpg

And heres the actual displacement map. Very simple as it shows. Used with the default displacement setting of 1.

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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.



wrpspeed ( ) posted Sat, 10 July 2004 at 10:30 AM

are there any good tutorials for using displacement maps? thank you


TrekkieGrrrl ( ) posted Sat, 10 July 2004 at 10:37 AM

file_115845.jpg

Hmm This is not a tutorial, but here are my material settings for the leg part of the bodysuit. Displacement maps are easy. Black is neutral and white is as raised as it gets. Everything between those two are raised according to the grey value.

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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.



Valandar ( ) posted Sat, 10 July 2004 at 10:57 AM

Hey, makes sense. Also works for flaring armor plates.

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-Yggdrasil- ( ) posted Sat, 10 July 2004 at 11:09 AM

Hmmmm... can use this to make normal pants out of all those tight-fitting pants that the girls seem to be getting lately. Thanks!


mathman ( ) posted Sat, 10 July 2004 at 11:14 AM

.


gmadone ( ) posted Sat, 10 July 2004 at 11:33 AM

file_115846.jpg

Do these three nodes create the same effect as your texture? I don't have the body suit, but the texture looks like a straight line, which is these 3 nodes. Am I crazy for wanting to use the math nodes to create textures? They are way to dynamic for me to just ignore, and when the equations are this simple, well I just have to share.


TrekkieGrrrl ( ) posted Sat, 10 July 2004 at 12:33 PM

gmadone, in theory your shader could work, it depends on how the texture map is laid out. On my map there is actually a lot of black below the gradient., and in the case that you would like the sleeves to flare it would be harder as they are in an angle at that map. I like your node btw, math is greek to me L but I so love the Material room. I'm sure it would be even more fun if I knew what I was doing GG

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
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.



ynsaen ( ) posted Sat, 10 July 2004 at 12:59 PM

Come on over to the RDNA P5 forum, -- we're exploring all the nodes a bit at a time :)

thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)


diolma ( ) posted Sat, 10 July 2004 at 1:47 PM

Also, don't forget that displacement can work negatively as well. So if you have a map that makes bumps, you can plug it into a math node, multiply by -1 then plug the result into the displacement node. The effect will be a "dent" map:-)) Cheers, Diolma



DocMatter ( ) posted Sat, 10 July 2004 at 2:21 PM

bookmark


FreeBass ( ) posted Sat, 10 July 2004 at 3:36 PM

YAY! I was wonderin' how to do that, diolma....tanx 8-)



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who3d ( ) posted Sat, 10 July 2004 at 5:56 PM

you don't have to just multiple by -1... try subtracting 0.5 and you've got a displacement map that works "negatively" (anything darker than 50% grey) AND positively (anything brighter than 50% grey) at the same time. Cheers, Cliff


Gareee ( ) posted Sat, 10 July 2004 at 8:22 PM

Another thread worth saving, and another reason I'm glad I use P5... ;)

Way too many people take way too many things way too seriously.


gmadone ( ) posted Sun, 11 July 2004 at 1:34 AM

file_115847.jpg

I love a challenge, and the sleeves did present one so I downloaded the templates and came up with this. It is a few more nodes, but way easier to adjust than with Paint. I hope you wanted the flare at the wrists.


TrekkieGrrrl ( ) posted Sun, 11 July 2004 at 2:27 AM

WOW, gmadone! I have no idea how you did this, but you did! Great, I'm going to snatch your pics for later use :o)

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
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.



semidieu ( ) posted Sun, 11 July 2004 at 5:20 AM

Great tips... thank you !!!


AntoniaTiger ( ) posted Sun, 11 July 2004 at 12:45 PM

The phrase "gradiemt fill" comes to mind. And remember, for these sorts of effect, you don't need a big graphic, or one which is square. For the flared trousers, you could use a quite narrow bumpmap, perhaps 10 pizels wide and only a couple of hundred high.


ronstuff ( ) posted Sun, 11 July 2004 at 1:41 PM

file_115848.jpg

As suggested above, you don't need a map for simple gradients in P5 because the math nodes can generate them on the fly. Here is an example of what a displacement map is good for - in this case the prop is ernyoka1's wonderful Drinking Fountain.


TrekkieGrrrl ( ) posted Sun, 11 July 2004 at 2:07 PM

Oooooooooooh that turned out gorgeous, Ronstuff!! Uhm... can I have a copy of that displacement map? :o)

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
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.



AntoniaTiger ( ) posted Sun, 11 July 2004 at 2:08 PM

The trouble with a simple gradient from a math node is that the UV mapping of the object may not fit well. Quite a few of the bodysuit items seem to be UV-mapped to avoid wasting pixels, and so the back of the neck may be next to the front of the ankles.


ronstuff ( ) posted Sun, 11 July 2004 at 2:33 PM

You're absolutely right, AntoniaTiger, - I was referring to an image MAP that is nothing more than a top-to-bottom gradient as shown in Post #2 - those can be generated in P5 quite easily, but of course neither takes into consideration the actual mapping of the object. UV Mapping has a lot to do with the effectiveness of the displacement, and for things like figures and clothing it is probably easier and better to paint the gradients on a body template so that the orientation can be matched to the mapping. ernyoka1 - thanks - I've still to finish the base, but you will get a copy as soon as it is done :-)


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