Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)
If the "dimples" you want are not in the texture, I don't know if you can create them without hand editing your bump file and painting them in or overlaying a desaturated photo of the dimples you want. That's one trick I use to add realism if the model's skin is to smooth in the photos I use. I copy the dimples from a photo I like to a new layer, then desaturate the colors, and then change the layer properties from normal to either soft light or screen and then adjust opacity down to 30-50%. Save the new texture and create the new bump file by opening the jpg, desaturate, change to greyscale, invert, and tweak the contrast and brightness for the new bump file and save it.
You don't have to use both the bump and displacement channel, one of them is enough. They use different technoligies to achieve more or less the same thing. In this case, I would use the bump channel only and set the strength to about 0.01 as a start and then experiment from there. When I use displacement, it's for less subtle effects such as roughening up a concrete wall...
If your bump- or displacement map is just a negative greyscale version of the texture map, you dont need an additional map. Just plug the normal texture in a math node, and subtract it from 1. Plug that into the bump or displacement channel. That will save memory and thus speed up the render. I agree with Kelederk, you probably only need a bump or a displacement effect.
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