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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 15 9:24 am)



Subject: 2 questions about P5 displacement mapping, and 2 about P5 hair


Orio ( ) posted Sat, 21 September 2002 at 8:58 AM ยท edited Sat, 15 February 2025 at 9:47 AM

Can objects with P5 displacement mapping applied on them, be exported with their displaced geometries so to be used in other 3D applications, or is p5 map displacement working only within P5? Does displacement mapping channel in P5 work only accept procedurals or also bitmaps, and if it accepts bitmaps, which are the mapping options available? Has anyone tried to use P5 hair to produce not head hairs, but face beard, armpit hair, etc.? Any results to show? Is it true that it is impossible to use P5 hair on poser animals (dog, cat) without making too heavy files? Thanks in advance for all replies. - Orio (wating for his P5 to arrive)


williamsheil ( ) posted Sat, 21 September 2002 at 9:16 AM

Displacement mapping is a funtion of the polygon subdivision routine, and therefore only exists at render time. It cannot by itself be exported (it doesn't effect the real polygon geometry). However many other applications can also perform displacement mapping if you export or load the displacement texture. Texture maps can be used for displacement mapping as well as procedurals - plenty of examples now appearing on this forum. Bill (also waiting)


Orio ( ) posted Sat, 21 September 2002 at 10:53 AM

I asked because with Carrara's Anything Grooves, you can export geometries that have been displaced and they export displaced.


williamsheil ( ) posted Sat, 21 September 2002 at 1:37 PM

Under most circumstances, it may be expected that an exported "displacement mapped" mesh would have tens or hundreds of times the vertex count (hence file size) of the original, undivided object. While it may be a useful technique for creating models based on a simple seed object, so far as Poser type figures are concerned, the resulting exported object would be huge. Further extremely high poly objects would severely tax the resources of any application they were loaded into. It is for this reason that most applications only subdivide and displace at render time, and even then, generally only one polygon at a time. Bill


wdupre ( ) posted Sat, 21 September 2002 at 10:45 PM

to answer your other questions, yes strand based hair works fine for other parts of the body especialy as they do not have to be as dense as head hair. I've done some experiments and it works fine, though I have not had the time to do a finished piece to illustrate yet. I also tried growing hair on the poser cat(Yes, I wanted to do a hairy pussy;)), it is possable assuming enough ram to do it. but styling that much hair is time consuming to the extreme, consider fur patterns on animals. the directions change depending on where on the animal you are growing the hair and to make it look realistic those directions have to change gradualy. the grain of the fur has to curve organicly. not the easyest thing to do with the strands. Doable but time consumeing, I spent several hours mapping and sculpting the hair on the head of the cat alone and finally gave up for the time being as my eyes were going cross with the effort. I'll go back to it one of these days.



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