paramount opened this issue on Nov 20, 2008 · 225 posts
JoEtzold posted Thu, 04 December 2008 at 11:38 AM
@paramount : Thanx for the flowers. I just lurking on ShareCG was surprized to have 275 view and even 99 downloads ... in only 24 hours without any great promotion. Seem's as if a lot of people reading in this thread. That is really a pleasure journey ...
@morkonan : Thanx for the quick try out. It looks really good in the breast area. Displacement and cloth is in the right heighness perspective. Matches wunderful !
That the displacement overlapps the suit I feared as I saw on your first images how tight it fitted. On far shoots withput the displacement node it should bear no problems.
Quote - - I've got it hooked into the Math Function 2 of your displacement node generator. It removes most of the displacement except the base values in the noise generation (I think.)
Would there be a better place to hook in a map? More importantly, this is just a 2D map. It does not follow the topology of the model. Would there be a better place to hook this into the displacement generator or, even better, a way to get a 3D Image Map into that structure in order to mask the displacement values in certain areas?
That way, your excellent displacement maps would still be usable as they are except with the addition of a masking node that removes displacement under the garment and in a very small region outside of it (to allow for movement without poke-thrus). Any ideas you have on this would be greatly appreciated!
PS- This technique could easily be used, IMO, to generate some "seams" in your displacement map so it would mimic the original series' costume more. They wouldn't be as dramatic on closeups but, for normal renders, you'd see an obvious seam wherever you wanted one
You might reach a better result with the inbound 2D-map with "filtering" set to "none". Firefly will first antialise the map and then use it on the node. That means it becomes blurry and will not cover the displacement completely out. But the idea as such is well working for smaller pieces to be covered out, though it migth be a bit tricky sometimes to find the right place.
Regarding 2D or 3D as I understand that it should make no difference at that point. The U-V-Geometrie is a plan map of the 3D-geometrie and the math functions at this point are working 2D-wise. So a black and white or even grey 2D-map should fit fully.
The rest of the displacement as in your second images might be really more a product of the blurry texture filtering. In transparency channel I have that eliminated by pushing the channel value over 1 but here there is no such value. It might be good to try more than 1 as value there you linked the map.
OHHH, I just see you used the full silver mat without the transparency. In that the noise is connected via blender to the displacement channel. You can eliminate that noise problem connecting the blender input 1 directly to the bump channel. A bump value of 0.3 to 0.5 should work well. And connect the blender input 2 directly to the displacement channel. The blender is than obsolate. This is the way like the transparent displaced wool mat is working.
The ripples are result of the displacement and the noise as bump makes the wooly effect without levering some parts.
If you use the material as a second skin as you did a full solution should be to take the u-v-map of your suit and transfer it on the respective region of the V4 u-v-map. This could be used in the now empty transparency channel to wipe out all under the suit. This will cover the 3D needs well.
If you make that map some pixels smaller as the suit really is there should all gaps been covered if no extrem pose will happen. If than some small poke throu at the border happens this might not been bad cause normally such suit equal if leather or plastics would press a little bit on the weaker wooly material of the bodystocking. So it's normal to have some overlapping. In this fact also the borderline comes handy cause it's somewhat higher than the normal cloth.
For the use with the bodysuit this might work also but is more tricky cause the transparency is allready in use for the material. And as seen on the boots transparency this parameter is not without some perfidy ... :mad:
Mainly I have used the bodysuit to have the laeg and arms a bit loose more like pants and sleeves as I remember that this parts has been not so tight as if it's a jumper.
But the problem with the side seams at the legs is the same. I will give it a new try with your ideas. I have the seam guides from snow sultan, I believe that was the guy, with the marker to match them correctly ... let's see what photoshop will do ...