Forum Moderators: wheatpenny, TheBryster
Vue F.A.Q (Last Updated: 2024 Oct 26 8:50 am)
Just guessing, but i doubt if it will change in this version. Probably hard enough to get everything working correctly, without adding new features at this point.
Hopefully future versions will have full displacement and normal mapping, such as people use to render million poly models in the display card pipeline, from thousand poly actual 'cage' models.That's something i've seen and read about in other apps, but i'm no expert on it.
For now, i'm just thrilled to be able to make materials that look photoreal at the edges. Seems to me that only the pros that do 3D modeling with displacement mapping need the full displacement tools - though i'd like to learn that eventually, and Silo 3D v2 (my modeler of choice) does support it.
Maybe I am mising something but I really can't see what is the value of having both bump and displacement activated at the same time for the same material. I know that each effect can (and should) have different bitmaps. I just don't see what is the big deal in having to chose one or the other instead of loading both at the same time. Maybe a Max or Maya user can enlighten us about the benefit of having both maps active at the same time.
Well, I can think of a workaround like: combine my bump map's opacity in a photoshop layer to a degree, so that when it is combined with the displacement map, that also is a layer in photoshop, it will produce the desired results in vue. Agiel, the reason would be more for control for desired effects that is easier to implement. Can you imagine tiles where a bump map is needed to produces small light grit on the tile, and the displacement map produces extreme depth and contour around each tile. The tiling on a bathroom floor is an example. Does this make sense? To me it makes perfect sense. Plus, other apps do it. Would it be hard to let vue do it too? Plus, how can vue interpret poser imports that have seperate displacement & bump maps. jc, it is very exciting. I am very happy with vue 6. There are so many new and improved things.
That's a great idea :)
I will give it a try as well once I am done with my current render.
Quote - Maybe I am mising something but I really can't see what is the value of having both bump and displacement activated at the same time for the same material. I know that each effect can (and should) have different bitmaps. I just don't see what is the big deal in having to chose one or the other instead of loading both at the same time. Maybe a Max or Maya user can enlighten us about the benefit of having both maps active at the same time.
To keep resources down to a decent level. Take fabric with an overlaid pattern for example . You may want the pattern to show displacement, but the actual material itself probably wouldn't need it.
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Select an object & edit its material. Choose a mapping mode. Add a layer & choose a mapping mode for the new layer. On the top layer add a bump map and select displacement mapping. On the 2nd layer add a bump map. Now go back to the 1st layer and slide a 100% to the add to underlying layer bump slider. That's it.
Here's a quick example:
Most 3d programs have separate control for bump & displacement because it allows for greater & more subtle control of these attributes. This way 1 map doesn't have to control two attributes.
The above pic is a perfect example. See how the displacement map is causing a smooth cross rise, while the bump map is making the grit? There is complete control there because the bump can be adjusted without affecting the displacement.
In short, it is for better, easier, & more precise control.
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If poser, max, & maya have separate displacement & bump control, why does Vue 6 not?
Does anyone think it should besides me? I have in the past used different maps to control both so I wonder if that thinking is a thing of the past with Vue.
Or is it possible that the finalized version of Vue 6 may have separate contol for both?