Mec4D opened this issue on Jan 29, 2004 ยท 51 posts
Mec4D posted Thu, 29 January 2004 at 5:16 AM
Cath
P.S how smaller the render so high the setting of displacement maps, so bigger the render so smaller the amount of displacement maps for the wet fur effect above..
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Mec4D posted Thu, 29 January 2004 at 5:19 AM
here are the 1/4 fragment of the displacement map, create 3000x3000 template and fill it with the fragment above..
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"Surrender to what it is - Let go of what was - Have faith in what will be "
Mec4D posted Thu, 29 January 2004 at 7:16 AM
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"Surrender to what it is - Let go of what was - Have faith in what will be "
fido13 posted Thu, 29 January 2004 at 7:46 AM
HAHA! These are great!! Nice work with the materials. Displacement in P5 is a much overlooked power-feature.
Mec4D posted Thu, 29 January 2004 at 8:01 AM
I use smooth polygos rendering feature to get it looks better in bigger renders.. there i so much variation for this option unlimited effects.. I don't use in Poser5 bump map anymore displacement give me better effect but is very sensitive as you know.. also the diffuse that catch the light on the right places is great option.. with this you can get rid of shadows sometimes for more real looking surfaces.. Cath
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"Surrender to what it is - Let go of what was - Have faith in what will be "
fido13 posted Thu, 29 January 2004 at 8:08 AM
Excellent! Great work you are doing there. The only other software that I know of that can do micropoly displacement as good as this is 3dsMax, but you need a rendering plugin like Vray. I mean, almost all 3D software has displacement now, but I'm very surprised with the level of detail Poser5 (firefly) can get.
Mec4D posted Thu, 29 January 2004 at 8:25 AM
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"Surrender to what it is - Let go of what was - Have faith in what will be "
compiler posted Thu, 29 January 2004 at 9:43 AM
poser5's displacement features are really great. They suffer from a bug in the firefly renderer though : the shadows are reversed (which has no impact on furs BTW). I hope they'll fix this in SR4.
Gareee posted Thu, 29 January 2004 at 9:53 AM
wonder if they even know about that?
Way too many people take way too many things way too seriously.
Mec4D posted Thu, 29 January 2004 at 10:22 AM
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"Surrender to what it is - Let go of what was - Have faith in what will be "
Mec4D posted Thu, 29 January 2004 at 10:29 AM
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"Surrender to what it is - Let go of what was - Have faith in what will be "
sixus1 posted Thu, 29 January 2004 at 10:51 AM
We've gotten good results for fur using the cellular node in place of an image map. Image maps do give a great deal of control for this, however, as you can 'paint' noise into them that can be translated into patches of fur so you're not limited to all fur or no fur. I would LOVE to see more threads out there exploring this use of displacement, as well as possibly some which might delve into the use of the math nodes with gradients and other features, especially in conjunction with animation.
xantor posted Thu, 29 January 2004 at 10:55 AM
That is very good. The displacement mapping would be good for things like lizard skin and crocodile skin effects, it would look good on the poser dragons etc.
Mec4D posted Thu, 29 January 2004 at 11:05 AM
I saw today that you get better effect with very small lines as with noise, that why I scaled the image maps, this is huge but better as the noise self, with the lines you the the smooth effect of it, when I turn the background to black and used the black fur it was still very well visible, also with animation it works amazing, I think much better that still renders, I used all the option maps that Nvidia have in own demo with a bear, every model need own separate effect, here is also very important using the maps that the UV's are perfect other it will not working right.. Poser5 have so much things that we don't use at all, and you can do really fantastic things without to spend your time on post production that really are not 3D on the end..
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"Surrender to what it is - Let go of what was - Have faith in what will be "
Gareee posted Thu, 29 January 2004 at 11:20 AM
Just a FYI... the image posted isn't square, and if you stretch it into 3000x3000, you'll distort the image. I just took it into photoshop, and sacling the x to 3000 scaled the y to 3150 I think... Question... if we we to use a partial of this on a outfit, say for fax fur trim, is the black raised, or is the white raised? (In other words, should the displacement map be filled with white or black first? And then add the new displacement map where you want it displaced.
Way too many people take way too many things way too seriously.
Mec4D posted Thu, 29 January 2004 at 11:32 AM
everything what is black will stay the same and everything what is gray will displaced, so if you create a displacement map for a outfit you need to creat first a black map then add the noise in the places where you want it displaced.. see good the setting on the blue fur, how bigger the map (much small details) so better the fur... don't foget to plug in the fur displacement map into alternate diffuse to get rid of the dark areas and let the fur catch the right light.. if you don't do this you will see wrong shadows ;) you can use smooth polygons option in rendering too.
_________________________________________________________
"Surrender to what it is - Let go of what was - Have faith in what will be "
Mec4D posted Thu, 29 January 2004 at 12:15 PM
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"Surrender to what it is - Let go of what was - Have faith in what will be "
Mec4D posted Thu, 29 January 2004 at 12:17 PM
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"Surrender to what it is - Let go of what was - Have faith in what will be "
Mazak posted Thu, 29 January 2004 at 12:25 PM
Mazak posted Thu, 29 January 2004 at 12:26 PM
Mec4D posted Thu, 29 January 2004 at 12:36 PM
Bodo, how you get this so smooth? what are the settings??
_________________________________________________________
"Surrender to what it is - Let go of what was - Have faith in what will be "
Mazak posted Thu, 29 January 2004 at 12:43 PM
It's simple, use the displace image as texture too. Mazak
marco-xxx posted Thu, 29 January 2004 at 12:53 PM
Mec4D posted Thu, 29 January 2004 at 12:55 PM
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"Surrender to what it is - Let go of what was - Have faith in what will be "
marco-xxx posted Thu, 29 January 2004 at 12:56 PM
Mazak posted Thu, 29 January 2004 at 1:05 PM
HeHeHe... The new Rendrosity Family Police will watch ;-) Mazak
Lunaseas posted Thu, 29 January 2004 at 1:08 PM
.
Mec4D posted Thu, 29 January 2004 at 1:15 PM
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"Surrender to what it is - Let go of what was - Have faith in what will be "
Little_Dragon posted Thu, 29 January 2004 at 3:29 PM
I just wish we could define the angle at which it extrudes. Making the "fur" lay flat would be an excellent enhancement.
fido13 posted Thu, 29 January 2004 at 3:47 PM
Little Dragon, the angle is defined by the geometry. The angle of the polys. What you are asking for is better done with dynamics like the hair room. The hair room can also be used to make fur, but will take longer to render and will tax your CPU quite much. But that's the way to go if you want fur with dynamic properties.
Gareee posted Thu, 29 January 2004 at 7:09 PM
Mec, could you post another image of the color change by plugging in the color setting? I don't "get : what that does. Maybe another color map can even completly be imported as well for this?
Way too many people take way too many things way too seriously.
Mec4D posted Thu, 29 January 2004 at 7:50 PM
yes you can change the color or just import another color map into Diffuse_Color see message 24, there I plugin the displacement maps into the diffue_color and change the color to blue-gray and as you see only the hair points changed the color and not the total fur..
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"Surrender to what it is - Let go of what was - Have faith in what will be "
Gareee posted Thu, 29 January 2004 at 7:55 PM
that pic came out pretty dark here. I'll load it into photoshop, and lighten it up some.
Way too many people take way too many things way too seriously.
Little_Dragon posted Thu, 29 January 2004 at 8:20 PM
Little Dragon, the angle is defined by the geometry.
Yes, I know ... derived from the surface normals. But I was wondering if perhaps the displacement feature could be rewritten to support angle_offset values or something.
Probably wouldn't be a high priority for the CL programmer(s), even if it's possible.
ynsaen posted Thu, 29 January 2004 at 8:23 PM
dancing happily since she's been using it for a long time
thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)
mateo_sancarlos posted Thu, 29 January 2004 at 9:20 PM
Maybe it would work better if you used a line-noise map, rather than a dot-noise map. Like the kind of image you get with Eye Candy fur function. Do one of those, then greyscale it and use it for the displacement channel. I think Stewer did a tutorial on this a few months ago.
fido13 posted Thu, 29 January 2004 at 10:57 PM
The P5 renderer is really wonderful, and hardly discovered yet. I've been playing with the alternate diffuse slot and probelight feature to experiment with "faking" a GI look by softening the darkened diffuse area. It's nothing like having REAL global illumination at your disposal, but it's amazing how close you could come in simulating the look using just one or two poser lights in the scene. You don't even have to use any lights at all with probelight actually, as Stewer pointed out in one of his threads a while ago..
jjsemp posted Fri, 30 January 2004 at 4:20 AM
Great stuff! -jjsemp
ARCHITECT posted Sat, 31 January 2004 at 5:51 AM
Mazak posted Sat, 31 January 2004 at 6:11 AM
A 3000 pixel picture is not needed! Poser5 can tile a texture map. See the U_Scale V_Scale in Catharinas Posting #11. Its easier to make the fur dense and keep the texture small ;-) Mazak
Mec4D posted Sat, 31 January 2004 at 9:08 AM
I used here my own reworked M1 low resolution model and I added the settings above to the body of this character that simulate a fur cloth and is really great in animations, it render faster that still images.. I use also 200 buffer for rendering to get rid of the black lines sometimes, displacement map use aslo very much Ram, so how lower the model so better the effect..
cath
_________________________________________________________
"Surrender to what it is - Let go of what was - Have faith in what will be "
Mec4D posted Sat, 31 January 2004 at 9:34 AM
_________________________________________________________
"Surrender to what it is - Let go of what was - Have faith in what will be "
Mec4D posted Sat, 31 January 2004 at 9:36 AM
_________________________________________________________
"Surrender to what it is - Let go of what was - Have faith in what will be "
Mazak posted Sat, 31 January 2004 at 9:38 AM
Cath, why did you delete the posting with your first fur displacement map? Mazak
Mec4D posted Sat, 31 January 2004 at 9:42 AM
because was to huge and the website change own format you can't read anything lol the post was with a example of a "wet" displacement map for that create just big noise :))
_________________________________________________________
"Surrender to what it is - Let go of what was - Have faith in what will be "
Mazak posted Sat, 31 January 2004 at 9:52 AM
Oh, it has made a very nice displacement on the frottee frog. Mazak
Mec4D posted Sat, 31 January 2004 at 10:00 AM
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"Surrender to what it is - Let go of what was - Have faith in what will be "
Mec4D posted Sat, 31 January 2004 at 10:11 AM
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"Surrender to what it is - Let go of what was - Have faith in what will be "
Mec4D posted Sat, 31 January 2004 at 10:14 AM
the frottee frog is an alien mazak hahahaha I used the new maps from message number: 17 for it was the best
_________________________________________________________
"Surrender to what it is - Let go of what was - Have faith in what will be "
Mec4D posted Sat, 31 January 2004 at 10:26 AM
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"Surrender to what it is - Let go of what was - Have faith in what will be "
byAnton posted Sun, 01 May 2005 at 3:34 PM