FuneralLaugh opened this issue on Mar 09, 2005 ยท 21 posts
FuneralLaugh posted Wed, 09 March 2005 at 12:00 PM
I've created a character in which consists of three maps:
1 is the texture.
2 is the texture's bump/displacement.
3 is an extra bump/displacement in which is applied to the head-face to give it an appearance that a series of body modification ball bearings are under the skin.
I have used the tex map that is for the head ALL BY ITSELF, and have it will not show up on the face, or anywhere on the body. But, if applied to a primitive square, the areas that should be raised ARE raised.
I have tried a series of ways of connecting the nodes but that 3rd bump does not show up on the body (yes, the ball bearing map is designed on the head map, and only the "balls" consist on it: lite grey balls on black background). The only time the ball bearing map shows in is the preview area of the Material Room. But, when rendered, it is the only one not showing up.
I wasn't thinking that the height would have been a factor, even though I maxed out the bump/displacement dial for this map and it still didn't show (only slight "tears", or black streaks, showed). But, leaving the dial at default for a box or other primitive, it looks perfect for what I want.
I'm at work, so I cannot copy/paste my screen to show you any settings, which is at home.
Message edited on: 03/09/2005 12:01
Message edited on: 03/09/2005 12:04
Dizzi posted Wed, 09 March 2005 at 12:53 PM
What kind of figure are you trying to apply the map to? If the figure has a material zone for the head, then you should connect the map to the bump node there, not to the preview material zone...
DCArt posted Wed, 09 March 2005 at 1:28 PM
Ajax posted Wed, 09 March 2005 at 1:35 PM
My first guess is that you need to adjust the displacement bounds in your render options, but it's hard to tell exactly without the screenshots. When you get home, let's see your material room settings.
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FuneralLaugh posted Wed, 09 March 2005 at 1:53 PM
yeah, I'll get those shots. ironically, i did exactly what Dee had recommended (no avail). Dizzi: what i meant by "preview" was the little preview "avatar" below all the nodes. the #3 bump/disp map shows up PERFECTLY there. I am having absolutely no probs with bump #2. I even interchanged them, nothing. here's what I can remember, and what I had posted elswhere as a reply: ** I remember my original being something like this: Bump #2 at node Bump (.02, my usual setting). Bump #3 (ball bearings) at Displacement (1.0-0.02) (on in Firefly with default setting, default setting displacement bounds in the Head parameter dial in Pose Room). I interchanged them, making my #3 value high and low. Dissed my #2 and only tried my #3, still nothing. Applied to square and ball, perfect with Bump value at 1.0 and alone with Displ. value at .06. When I get home I'll grab those captures, and results of renders. Unless you just figured out something.** thanks for the incredible reponse time, guys!
FuneralLaugh posted Wed, 09 March 2005 at 2:12 PM
Forgot to mention: I'll post the shots in about 3.5 hours (6:30 PM EST).
face_off posted Wed, 09 March 2005 at 2:36 PM
I personally, keep the bump and displacement separate. What do you mean by "I maxed out the bump/displacement dial for this map" - don't think there was a dial for this. Get displacement working first. Make sure displacement is switched on in your render settings. In general you will be disappointed with displacement at higher values - unless you have a massive map (4500x4500 - or whatever the max is).
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FuneralLaugh posted Wed, 09 March 2005 at 3:01 PM
"Max-out": I went more than should be recommended on the setting (above 6.0), but all it did was shift my head. Settings in between... still can's see the balls on the head. I just can't figure out WHY just that one map, and why on the figure (V3) but no probs with primitives. --------------------------------------------------- While I'm still here at work, here's what you can test: Just take any head tex you have. Add your desaturated tex. Create from the head map, airbrush 3 off-white dots on the forehead, black background. All you should see are the 3 dots, no other tex. Now take those maps, apply the colored head tex as usual. Do what you want with the other two, BUT have the render come out as such: you get the standard texture bump, along with these 3 raised bumps on her forhead, as if she got hit and the result is a knot. I can't get the knot. Whether the map of the dots are alone or with the texture bump or blended with the tex bump. Only works on prims. See what you come up with.
face_off posted Wed, 09 March 2005 at 3:08 PM
Mmmmm, I'm finding it hard to follow you.... What does "Add your desaturated tex." mean? And "Do what you want with the other two"...what other 2? I think we are at the point where you need to post screen shots.
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FuneralLaugh posted Wed, 09 March 2005 at 3:17 PM
Desaturated= texture bump map. Other 2= your two bump maps (texture and 3 white dots). Do whatever= come up with the scenerio I have given you ("have the render come out as such: you get the standard texture bump, along with these 3 raised bumps on her forhead, as if she got hit and the result is a knot") by trying to place the two bumps in a configuration that will result in the above image. One standard head texture. One standard bump. One with three white dots on forehead (based on head map), black background (this results in your second bump).
face_off posted Wed, 09 March 2005 at 3:28 PM
FuneralLaugh - I'm happy to give you assistance, but pls post some screenshots of your mat room and the resulting render.
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nruddock posted Wed, 09 March 2005 at 3:40 PM
FuneralLaugh posted Wed, 09 March 2005 at 4:34 PM
FuneralLaugh posted Wed, 09 March 2005 at 4:35 PM
FuneralLaugh posted Wed, 09 March 2005 at 4:36 PM
FuneralLaugh posted Wed, 09 March 2005 at 4:36 PM
Ajax posted Wed, 09 March 2005 at 5:47 PM
OK, now can we see your firefly settings and also the body part properties for the head?
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FuneralLaugh posted Wed, 09 March 2005 at 6:19 PM
Ajax posted Wed, 09 March 2005 at 7:05 PM
OK, those displacement bounds look way too low to me. They're lower than the setting you're using in the material room. They need to be at least as high. Try turning them up to 5 say. If that works, bring them back down to 1 and try that, then try bringing them further down to 0.35 since that's the setting you're using in the material room.
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OrcaDesignStudios posted Wed, 09 March 2005 at 7:15 PM
Displacement bounds need to be one point higher than your displacement settings in the material room, at least. Try setting your minimum bounds to 0.50 and render it -- you should see the difference. In my most recent stuff, I have a displacement setting of 0.125 and use a minimum bounds of 0.50 and it works perfectly.
Message edited on: 03/09/2005 19:16
FuneralLaugh posted Wed, 09 March 2005 at 7:18 PM
I got it! Finally. As I was waiting for responses, I've been tweaking around.
I set the bounds to 11, the Bump to 10 (connected to the ball bearing map) and the Min Bounds to 20 (just for the hell of it). It finally popped! Only one prob: I'm NOW configuring a way of getting these annoying little "grid" bumps out. It reminds me of a waffle, or chicken wire. It's not cutting the skin, but showing as a bump. I wonder what causes that?
And, no... I'm not gonna show any images. I'm thru for the night of dual booting. :)
When I see what the prob is, I'll post the final settings.
I'll still follow thru with your suggestion, tho, A. Yours too, Orca. Our messages crossed. :)
Message edited on: 03/09/2005 19:20