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Subject: How to apply a displacement map without it swelling ?


RorrKonn ( ) posted Fri, 11 July 2014 at 5:33 PM · edited Thu, 27 February 2025 at 3:36 AM

file_505673.jpg

using zBrush4R6 & Gimp2.8.4

I've asked on zBrush forums,looked on youtube & google
can't figure this out.

The mesh on the left is how i want it to look but when I apply to mesh it swells it up

I do not want it to swell.
So how do apply a displacment map with out it swelling ?

I do not want the displacement map to effect any part of the mesh except the pited parts.

Thanks

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


Cage ( ) posted Fri, 11 July 2014 at 5:46 PM · edited Fri, 11 July 2014 at 5:47 PM

file_505675.jpg

I think it would be some variation on this arrangement.  This makes the displacement move inward.  Not sure whether the math applied here sets white to zero, however.  I think this sets middle gray to no displacement, in which case... you'd probably want to double the values shown here.  :unsure:

Hopefully someone has a less waffling answer.  :lol:  Or even an alternate approach....

===========================sigline======================================================

Cage can be an opinionated jerk who posts without thinking.  He apologizes for this.  He's honestly not trying to be a turkeyhead.

Cage had some freebies, compatible with Poser 11 and below.  His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.


Cage ( ) posted Fri, 11 July 2014 at 5:59 PM

file_505676.jpg

Looks like this might be a fully-working setup.

===========================sigline======================================================

Cage can be an opinionated jerk who posts without thinking.  He apologizes for this.  He's honestly not trying to be a turkeyhead.

Cage had some freebies, compatible with Poser 11 and below.  His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.


bagginsbill ( ) posted Fri, 11 July 2014 at 6:37 PM · edited Fri, 11 July 2014 at 6:40 PM

That is incorrect. Would you like to try again or do you want the answer. (It is one node + the image map).

I could give you links to earlier postings on the topic.

Your nodes above compute 2 * i * bump - i * i

You're trying to make 2 * i * bump - i

That is, if you're trying to make the maximum deviation in either direction equal to i (intensity).

If, instead, the desire is the distince from highest to lowest is precisely the intensity (which means the deviation is half that) then you want

i * bump - i / 2


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


Cage ( ) posted Fri, 11 July 2014 at 6:41 PM

Quote - That is incorrect. Would you like to try again or do you want the answer. (It is one node + the image map).

I could give you links to earlier postings on the topic.

Your nodes above compute 2 * i * bump - i * i

You're trying to make 2 * i * bump - i

Well, blast it.  :blushing:

 

No, I think I've confused matters enough already.  :lol:  You should probably keep the thread simple by giving the correct answer.

===========================sigline======================================================

Cage can be an opinionated jerk who posts without thinking.  He apologizes for this.  He's honestly not trying to be a turkeyhead.

Cage had some freebies, compatible with Poser 11 and below.  His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.


bagginsbill ( ) posted Fri, 11 July 2014 at 6:56 PM · edited Fri, 11 July 2014 at 7:00 PM

file_505681.png

If you want the distance from highest to lowest to be 1.234 use this.

It is Displacement = deviation * (bump - .5)


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Fri, 11 July 2014 at 7:00 PM

file_505682.png

If you want the deviation in either direction to be 1.234 use this.

It is Displacement = deviation * (2 * bump - 1)


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


bagginsbill ( ) posted Fri, 11 July 2014 at 7:01 PM

Note: If you were watching me re-edit that like 50 times, I was trying to be tricky and put both images in one post. Didn't work out.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


seachnasaigh ( ) posted Fri, 11 July 2014 at 8:57 PM

Cage's map is on a grey background, but if RorrKonn's map is black-to-white (with black indicating deepest pitting, then would RorrKonn's displacement be map-1? (giving it a displacement range of -1 (full engravure) at black to 0 (no change in surface) at white.

RorrKonn, show us your displacement map.

Poser 12, in feet.  

OSes:  Win7Prox64, Win7Ultx64

Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5


RorrKonn ( ) posted Fri, 11 July 2014 at 10:30 PM · edited Fri, 11 July 2014 at 10:37 PM

file_505686.jpg

I have tryed 4 diffrent displacement maps in zBrush. All of them swell the mesh. So I am not making the maps right. I Am doing something wrong in zBrush. That causes the maps to swell. What is it I am doing wrong in zBrush ?

I have not exported to Pro 14 yet.
I Thought if it swelled in zBrush,C4D then it would swell in Pro 14.

Am I thinking wrong ?
If I load it wrong in Pro 14 ,Pro 14 can fix it ?
Still wount fix it for C4D,Blender.

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


fictionalbookshelf ( ) posted Fri, 11 July 2014 at 10:54 PM · edited Fri, 11 July 2014 at 10:55 PM

Black = no changes  in most cases

from dark gray to white the more change there is.

In most cases if you want something to stick out that area needs to be light grey to white.

But if you want it to stick in, like you want with the pitted areas, they need to be dark grey to black and the rest of the map white.

My Store & My Freebies


RorrKonn ( ) posted Fri, 11 July 2014 at 11:31 PM

file_505687.jpg

Thank you all so very much for all your help. Those Pro 14 material room tips will be invaluable.

We got it right on the 5th Map.

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


seachnasaigh ( ) posted Sat, 12 July 2014 at 7:57 AM · edited Sat, 12 July 2014 at 8:00 AM

     That map works?  Some of the "pitted" areas are lighter than the grey background.  If you set the nodes to read 127,127,127 (neutral grey) as no displacement (so that the object does not "swell"), then I would expect the dark pitted areas will engrave, while the light pitted areas will be raised (bas relief).

     I would put the pitted pattern on a black background, then set the value of the displacement to be negative____.  No math nodes involved.

Poser 12, in feet.  

OSes:  Win7Prox64, Win7Ultx64

Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5


RorrKonn ( ) posted Sat, 12 July 2014 at 8:33 AM · edited Sat, 12 July 2014 at 8:33 AM

oh it's just a test map.
the black trim around the pitted area is from where
i just grayed it out over top the black map real fast for testing.

but it was the first test map that did not swell the mesh so where good.

since i wasn't having trouble with the pitted area the pitted areas wasn't a main concern with the test maps .not that it matters for Poser but zBrush will sink or raze black to white all the pitted area if told to.

but i understand what you all are saying about tthe pitted area.

and thanks to you all the final map will be right :)

 

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


RorrKonn ( ) posted Mon, 14 July 2014 at 12:32 PM

When I make the displacement map the polycount can be
1.311 Mil
5.243 Mil
20.937 Mil

I don't understand just how Pro 14 handles displacement map.

Will the displacement map polycount matter to Pro 14 ?

Any info at all will be helpful.

I need educated :)

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


bagginsbill ( ) posted Mon, 14 July 2014 at 12:37 PM · edited Mon, 14 July 2014 at 12:38 PM

Displacement maps do not have polygons. They have pixels. Please restate your question.


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


vilters ( ) posted Mon, 14 July 2014 at 2:02 PM

A displacement map is a texture. As BB states, it has pixels and no polygons.

A texture map of 512x512 has 262.144 pixels (total surface area)

A texture map of 1024x1024 has 1.048.576 pixels (total surface area)

A texture map of 4096x4096 has 16.777.216 pixels to work with (total surface area)

But?  As in all textures, be it diffuse, transparancy, or specular?
Only the pixels that are in the uvmap area will actually "do" something on the object file.
The number of "working" pixels depends on the map size and the actual uv mapping of the object file.

  • Poser has BLACK as NO displacement at all, and true WHITE to the displacement value you enter in the Displacement window.

  • When your map comes from another application that uses grey RGB (127,127,127) as NO displacement use BB's trick to convert it to Poser to get "inwards and outwards displacement" as displacement follows the direction of the normals of the polygons.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


RorrKonn ( ) posted Mon, 14 July 2014 at 2:21 PM · edited Mon, 14 July 2014 at 2:24 PM

The candle polycount is 1,296

In zBrush I SubD the candle 8 times till polycount is 20.937 Mil
make and export displacement map.

load candle in C4D 9 
in C4D displacement maps are attached to SubDs
if i do not subD then the displacement map don't work.
the more times I subD the better the displacement maps works.
but if i SubD the mesh just 6 times "polycount 1.311 Mil" in C4D 9.
it brings C4D to a crawl.

Since all CGI App's work a lot a like I'm guessing it would not be good in Poser either.
I'm way more experienced with C4D then Poser

I want my meshes to look good.
but
I don't want my meshes to crawl a app.

and since you all are experienced with Poser.
Thought you all would know what to do.

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


RorrKonn ( ) posted Mon, 14 July 2014 at 2:31 PM

displacement map is 4096x4096

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


vilters ( ) posted Mon, 14 July 2014 at 2:50 PM

Voila, your displacement texture size is 4096x4096. (that is total surface area from left top to right bottom) => Your displacement map has 16.777.216 pixels.

The actual pixels "working" the displacement depend on how the candle is uvmapped.
All surface that is not covered by the uvmap is "lost space".

A displacement map is a texture, and has no direct relationship with object file Polycount.

My workflow is:

Knowing that :

  • a Smoothed mesh expands
  • and that a SubD mesh shrinks

To set Poser Smoothing crease angle to 180° for an object like this => In the object properties palette
And to set the object to Poser Unimesh Skinning method with a SubD of 1. => In the Poser Skinning method and in the object Properties palette.

This maintains object file dimentions. Well most of the time. LOL.

And to render with Smoothing enabled in the render settings..

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


bagginsbill ( ) posted Mon, 14 July 2014 at 3:08 PM · edited Mon, 14 July 2014 at 3:12 PM

I think what RK is actually asking about is this - what should his underlying object poly count be. (This has nothing to do with the displacement map resolution. It has everything to do with what the displacement map is expected to be used on.)

If he generates the disp map against the original low-poly mesh, then he can and must load the low poly mesh in his rendering application to use with the disp map.

If he generates the disp map against the subdivided low-poly mesh, resulting in a high-poly mesh, then he can load the low poly mesh in another app so long as he also subdivides exactly the same number of times and with exactly the same algorithm. If he cannot subdivide in the next app with the same algorithm and number of times, then he has to actually load the high-poly mesh to use the displacement map.

Poser implements Open Subdiv - which is also what ZBrush offers. (I think)

Note that the general reason for using displacement is to AVOID a high poly mesh. So I don't really get why you're subdividing it.

RK - the displacement maps job is to represent the delta between your idealized object that you're sculpting in Zbrush versus the underlying polygonal model you started with. If you're going to sculpt a million+ polygons, then you don't need a displacement map - you're sculpting the super-fine mesh directly.

You're supposed to choose a reasonable low-poly object from which to then generate your idealized object - the difference will be made up in your displacement map.

You also have the extra complication that if you save the displacement map in an integer format, then something other than 0 means no displacement and you have to offset it (and probably know the correct scale, too.) If, instead, you export the displacement map as an EXR which can use floating point, then 0 means 0, +x means +x units of displacement, and -x means negative displacement - in other words, an EXR displacement file (from ZBrush) will naturally match the behavior of Poser displacement arithmetic.

Read this article please:

http://www.cggallery.com/tutorials/displacement/


Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)


RorrKonn ( ) posted Mon, 14 July 2014 at 5:53 PM

I'm at Pro 14 displacement maps 101.
Heck I don't even know what to ask.
Other then I need educated.
So then at least I might have a clue as to wich ends up.

I appreciate you all taking time :)

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


RorrKonn ( ) posted Tue, 15 July 2014 at 12:54 AM

file_505760.jpg

Gimp will not do .exr will only do .tiff 8 bit per channel. So Gimp converts the displacement maps I export out of zBrush from 16 bit per channel to 8 bit per channel. Don't guess there's a free app that will do .exr & 16 bit per channel ? I'm going to half to get photoshop ?

Anyways here's what we got.
next step is to get it in Pro 14.

 

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


RorrKonn ( ) posted Tue, 15 July 2014 at 12:55 AM

file_505761.jpg

close up

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


RorrKonn ( ) posted Tue, 15 July 2014 at 12:55 AM

file_505762.jpg

map

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


jestmart ( ) posted Tue, 15 July 2014 at 11:11 AM

Corel's Paint Shop Pro X6 can do 16 bit grey scale, average price $90 American.


RorrKonn ( ) posted Tue, 15 July 2014 at 4:46 PM

Quote - Corel's Paint Shop Pro X6 can do 16 bit grey scale, average price $90 American.

Corel's Paint Shop Pro X6 is on sell for $60.00 at the moment.
Does Corel's Paint Shop Pro X6 suport 32 bit .exr ?
will Corel's Paint Shop Pro X6 do every thing that Gimp n photoshop does ?

============================================================ 

The Artist that will fight for decades to conquer their media.
Even if you never know their name ,your know their Art.
Dark Sphere Mage Vengeance


moogal ( ) posted Wed, 16 July 2014 at 10:01 AM · edited Wed, 16 July 2014 at 10:04 AM

I recently downloaded LightZone, which is free.  It exports 16bit tifs.  I've been loading my 8bit displacements, applying a slight gaussian blur and exporting as 16bit tif.  Seems to be an improvement, but I'm not sure if it's really what I should be doing...

http://lightzoneproject.org/

Definitely lot more I could be doing with it, but I was merely looking to solve this same problem.  It does seem that applying some of the presets adds multiple filters and undoing only deletes the top one.  Haven't quite figured out everything this program might be useful for.

 


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