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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 6:57 am)



Subject: Poser 6 and displacement maps?


Daidalos ( ) posted Mon, 27 April 2009 at 3:41 PM · edited Tue, 26 November 2024 at 7:43 AM

Hi everyone. I"ve made a new texture for m3/d3. So how do I get these displacement maps done right? I mean when I made them all I did was pretty much convert the texture to a grayscale image saved that as  a .tiff, and then applied it to the figure in poser. But when I render it, well,,,,it comes out white with little black spots all over, and tears the textures all up.

Anyone know what I'm doing wrong/how to do this right? And if there is a nice easy tutorial somewhere around for this? In poser 5 I could set the displacement at 0.01 to 0.05 and it'd come out ok. Do that in P6 and it all goes to hell.

Thanks,

D.


"The Blood is the life!"

 


Daidalos ( ) posted Mon, 27 April 2009 at 3:57 PM

file_429620.jpg

I am trying to post a pic here to show everyone what I'm talking about, it's the original size sorry about that.


"The Blood is the life!"

 


BeyondVR ( ) posted Mon, 27 April 2009 at 4:00 PM

I think it's very much dependent on what your measurements are set for, feet, centimeters, etc.  If it worked in P5 but not P6, that may be the culprit.

John


IsaoShi ( ) posted Mon, 27 April 2009 at 4:13 PM · edited Mon, 27 April 2009 at 4:16 PM

One thing to note is that if your greyscale image has a more-or-less mid-grey base, with darker and lighter parts, it will not work correctly in Poser if you plug it directly into the Displacement channel.

Poser requires a value of zero (black) to give zero displacement, negative values (blacker than black!) to give negative displacement, and positive values (greys) to give positive displacement. 

So for Poser, you should stick in a math node to subtract (around) 0.5 from a mid-grey displacement map before plugging it into the Displacement channel. You may need to change that value for your map, or adjust your map to suit.

This may not be the whole answer, but it is possibly a part of it.

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


BadKittehCo ( ) posted Mon, 27 April 2009 at 4:21 PM

Also, if your shading rate is set too low, you're going to get the black spots (shadows)

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nruddock ( ) posted Mon, 27 April 2009 at 4:28 PM

Displacement and Bump are always calculated in inches.
If you're not using Inches as the display units, you'll need to recalculate the number so that it's right for whatever units you are using.


Khai ( ) posted Mon, 27 April 2009 at 5:08 PM

Daid, Look up BagginsBill on D-Maps, namely the use of a MathNode to subract .5 from the Map.

something that he's told us about many times. many many times. many many many times.....


IsaoShi ( ) posted Mon, 27 April 2009 at 5:13 PM

@Khai - :😄: - but surely it does no harm to repeat that lesson here, does it?
Or did you miss it?

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


Daidalos ( ) posted Mon, 27 April 2009 at 8:04 PM · edited Mon, 27 April 2009 at 8:09 PM

Thanks Khai. Thats why I asked here I don't have the time to read through all of the thread baggins posts in.


"The Blood is the life!"

 


bagginsbill ( ) posted Wed, 29 April 2009 at 7:36 PM · edited Wed, 29 April 2009 at 7:37 PM

Ummm. We have several different things to talk about.

First is, why do you think it's a good idea to use your color map as displacement information? The variations of color of my skin is not coordinated with the small bumps and dips of my skin, except by a few coincidences. For example, I have a dark mole - should that go out or in? (Answer: out) But darker means inward, not outward. So then you might think that inverting the color map gets you what you want. But then what happens to wrinkles that show up in the color map? They are darker too. If you invert those, the wrinkles stick out. See the problem? There are darker areas of skin (moles, nipples, lips, wrinkles) and some are out, some are in, and some are no change. Why would the luminance of my skin have anything consistent to say about bumps and dips? In case it's not clear, I'm suggesting this is a bad idea.

You asked "So how do I get these displacement maps done right?" The answer is you draw them right, like Pixar does, by hand. You cannot make them "right" from your color map.

Quote - when I made them all I did was pretty much convert the texture to a grayscale image saved that as  a .tiff, and then applied it to the figure in poser

Leaving aside that I'm telling you not to use your color map this way, I want to point out that this is an utter waste of time. Simply connect your color map to the displacement channel. You don't need to go make a gray-scale version of it. Poser automatically makes gray-scale images from color images when you use them in a place that wants a gray-scale image.

Next point - how much displacement are you trying to do here? The maximum displacement (peak) will occur where the d-map is white or numerically a 1. No displacement will occur where the d-map is black or numerically a 0. If you actually want positive and negative displacement, you must subtract a number from your d-map, as the others pointed out. The number to subtract should be the value you want to represent no displacement. For example, if your d-map has areas of no change identified by a numerical value of .25 then you should subtract .25. Most other apps cannot adjust this, but in Poser you can. If the neutral value should be mid-gray (.5) then subtract .5. Most apps use that as the neutral value.

Next point: the distance between the highest and lowest points (white to black) is controlled by the numerical multiplier on the displacement channel. This multiplier is displayed in your chosen Poser Display Unit. If you left it at 1, and you're using inches, that would be a displacement of 1 full inch difference between white and black. I doubt you want that much.

Final point - why are you doing displacement? If you're trying to express tiny subtle variations in surface curvature, on the scale of wrinkles and moles, then you should be using bump instead of displacement, as it is much cheaper render-time wise, and uses less memory.


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