Forum: Poser - OFFICIAL


Subject: Veins on Mike2??

wolf359 opened this issue on Feb 23, 2003 ยท 7 posts


wolf359 posted Sun, 23 February 2003 at 11:12 AM

How would you approach having veins that can be animated as in bulging more as he exerts himself. any morphs available for mike2 in this area?? as bump maps likely wont do for animation Thanks



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Valandar posted Sun, 23 February 2003 at 11:21 AM

I'd do it in P5, with a displacement map... leave the non-veined areas perfectly 50% grey, and the veins as white... then just increase the Displacement factor as the animation reaches the bulgiest.

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wolf359 posted Sun, 23 February 2003 at 12:03 PM

Il try a dispalcement MAP in Cinem4DXl thanks for the suggestion :-)



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BeatYourSoul posted Sun, 23 February 2003 at 1:00 PM

Be warned, displacement mapping quality is directly related to the mesh density. The less polygons, the coarser the effect. Personally, I think that a bump map would be a better approach unless you would like to subdivide M2 by a couple degrees (thus increasing the polygon count into the hundreds of thousands or millions). BYS


Little_Dragon posted Sun, 23 February 2003 at 1:45 PM

BeatYourSoul, do you mean displacement mapping in Cinema4DX doesn't automatically subdivide that part of the mesh, like in Poser 5?



BeatYourSoul posted Sun, 23 February 2003 at 2:52 PM

As far as I know, no, it does not. :( BYS


BeatYourSoul posted Sun, 23 February 2003 at 4:27 PM

I should add that whether to use displacement or bump mapping for this is really dependent upon the effect (are they that visible from a distance), detail (how close and realistic), and range (are you really close) required. If you really need to see the veins, even from the side, you'll have to use displacement maps as bump maps are only an illusion of texture that don't show on the edges of the object, whereas displacement maps will. If you are close in on the veins (close enought that their displacement should be easily seen ), for C4D, my suggestion is to do exactly what Poser 5 does: subdivide only the areas where the displacement map is effective and leave the rest alone. This will reduce the complexity of the overall model as compared to a full subdivide while allowing for good displacement mapping. I use this when doing landscapes with displacement maps - higher subdivisions towards the camera only. BYS