Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 19 6:46 am)
Image maps are loaded in at 8 bit resolution. This means that there are only 256 possible values for the displacement map leading to "ridges" in the bumps. By using 16 bit displacement maps - there are a possible 65K values - in other words, a more detailed displacement. For some displacement maps - 8 bits is fine. However, the displacement maps that give you wrinkles, pores, scars, etc need the 16 bits to give you the full range of displacements without looking chunky. --EK
The trick is actually quite simple. If a 16bit displacement map is converted to a color map, using the lower 8 bits for pure red and the higher 8 bits for pure green, you can use Component nodes to separate the two bytes. Multiply the output of the green component by 256, add the output of the red component, and voila, a 16 bit displacement map. You could even go to 24 bit by also using the blue channel.
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Attached Link: http://www.stewreo.de/poser/scripts/loadZBrushDisp.py
the easiest way of doing that is using a wacro I wrote. There's a plugin for ZBrush to export to color maps with upper and lower 8 bits separated.Attached Link: http://pixologic.com/zbrush/class/roadmap.html
You need the Displacement Exporter for ZBrush...how to exactly use that, I don't know, I don't own ZBrush.the RAW format never worked for me : & I've never heard of sydl's method,I'd like to see it in action if anyones tried it. if you dont have zbrush: Get-jolly mentioned another technique in an IM,I've yet to try it myself but the JollyTroll is using 16 bit displace & was made without Zbrush. "In your friendly paint/compositing package you can separate out the displacement maps, by clamping the levels, the two maps can then be recombined in Poser."
Attached Link: http://www.renderosity.com/messages.ez?Form.ShowMessage=1740708
Link to the Photoshop 16 bit method.This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
I've seen tutorials on how to split 16bit displacement maps into two halves and then recombine them inside of P6 to create true 16bit displacement - Stonemason is one of the particular few out there who uses this to an advantage right now. I'm not sure exactly how it's done, so I'm not sure how stupid this next question is going to sound. Keeping that in mind, is it possible to somehow use the same technique to bump P6's own procedural nodes up to doing 16bit displacement?