Anniebel opened this issue on May 15, 2006 ยท 5 posts
Anniebel posted Mon, 15 May 2006 at 9:13 PM
When I did this image - Miki someone mentioned giving the hair some texture with a bump etc, to make it stand out more.
I have read previously you can do this with displacement, but I cannot remember where I read it, so cannot find the thread.
Could someone please explain the steps - simply if possible, as I haven't done a lot of this sort of thing.
Thanks
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Miss Nancy posted Mon, 15 May 2006 at 10:20 PM
I didn't see any hair on that. it looked more like the scalp had a random-noise bump node or displacement node. perhaps their method (dunno what it is) requires you to actually put some hair on the head.
Anniebel posted Mon, 15 May 2006 at 10:58 PM
Quote - I didn't see any hair on that. it looked more like the scalp had a random-noise bump node or displacement node. perhaps their method (dunno what it is) requires you to actually put some hair on the head.
Sorry I don't know what you are talking about.
I am asking about the picture I linked to which I made, with a texture that has hair painted on it.
To be clearer, I am asking how I can make the painted hair look more like real hair with a displacement map, if it is possible.
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R_Hatch posted Mon, 15 May 2006 at 11:37 PM
It's not a good idea to use this method for closeups, but here's how it's done:
Create a grayscale image that will create the displacement. Make sure that areas of the map that will be skin should be absolutely black. The border where the hair meets the skin should be a fairly smooth transition. Save this as a PNG or BMP. Do not use JPEG, since it will not properly retain the black areas, and you will get artifacts on skin areas.
In the SkinHead/SkinScalp material, add a new ImageMap node, and load this new image into it. Attach this node to the displacement input of the PoserSurface node. Set the displacement amount to about 0.0001 or 0.0002. Do a few test renders to find the amount that works best for your particular map.
Anniebel posted Tue, 16 May 2006 at 2:49 AM
Thanks, I will try that.
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