bopperthijs opened this issue on Jan 18, 2008 · 20 posts
bopperthijs posted Fri, 18 January 2008 at 6:43 PM
As the most of us know one of the disadvantages of displacement-maps this the fact that you can only have a positive or a negative value, so in other words you can only raise but not lower a surface with the same map.I don't know if someone mentioned this before but I discovered a solution with a simple node-trick in the material room which I like to share with you.
For the examples I made a scene with two high resolution planes at the same location and rotation: One plane is for reference, colored red and made a bit transparant. The other plane is colored gray will have the displacement map. In the folowing message I'll show the material room setup.
Bopperthijs
-How can you improve things when you don't make mistakes?
bopperthijs posted Fri, 18 January 2008 at 6:48 PM
-How can you improve things when you don't make mistakes?
bopperthijs posted Fri, 18 January 2008 at 6:52 PM
-How can you improve things when you don't make mistakes?
bopperthijs posted Fri, 18 January 2008 at 7:07 PM
-How can you improve things when you don't make mistakes?
bopperthijs posted Fri, 18 January 2008 at 7:16 PM
Interested? tomorrow I have some with gravity controlled displacement maps.
Best regards and happy renderings,
Bopperthijs
-How can you improve things when you don't make mistakes?
JOELGLAINE posted Sat, 19 January 2008 at 12:17 AM
VERY interesting! I'm completely facinated by displacement maps, and haven't had the time to experiment with them much. I'll follow this with interest!
I cannot save the world. Only my little piece of it. If we all act
together, we can save the world.--Nelson Mandela
An inconsistent hobgoblin is
the fool of little minds
Taking "Just do it" to a whole new level!
muralist posted Sat, 19 January 2008 at 2:24 AM
diolma posted Sat, 19 January 2008 at 2:33 PM
@ bopperthijs,
Try the following: Take your greyscale bitmap output and put it through a math node. Subtract 127 from (or add -127 to) it. Then plug that into your displacement node. This should give you your indent/outdent without moving the whole thing awayt from the base-plane...
PS: Note that the displacement node will take -ve as well as +ve values. -ve values displace "inwards". +ve value displace "outwards". 0 = no displacement.
By subtracting 127 from the greyscale, you are converting the 127 "flat" area to zero and the rest of the map accordingly :-)
Cheers,
Diolma
bopperthijs posted Sat, 19 January 2008 at 3:26 PM
Hi Diolma,
But in that case the grey value has to be exactly 127, by using a colormath node you can select the exact color with the eyedropper and be assured that after an subtraction the result always be black.
but thanks anyway for your response,
regards,
Bopper
-How can you improve things when you don't make mistakes?
nruddock posted Sat, 19 January 2008 at 3:28 PM
Attached Link: http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2616386
127 is not the right value, you need to use 0.5diolma posted Sat, 19 January 2008 at 3:40 PM
OOps... nruddock, you are of course right, 0.5 not 127.
Sorry, Bopper - missed the 2nd part of your 4th post.
My mind was wandering. I think I'd better go and wander after it, make sure it's not getting up to more mischief...
Cheers,
Diolma
dburdick posted Sat, 19 January 2008 at 5:54 PM
The fundamental problem is that Poser handles displacement maps incorrectly versus how virtually every other 3D handles displacement. The industry standard is that middle gray is 0, white is +1 and black is -1. In Poser, Black is zero, Middle Gray is +0.5 and white is +1. The workarounds suggested here are good ones.
nruddock posted Sat, 19 January 2008 at 7:10 PM
It's only a "standard" because those applications don't have nodes, meaning that there has to be a way of getting both +ve and -ve displacement with only a map.
bopperthijs posted Sat, 19 January 2008 at 7:20 PM
Hi Nruddock, I missed that thread but is already a while ago. But I think by using a colormath node and the eyedropper you can choose the zero level of your displacement bitmap if you have a more complex map than my simple three colored map. I guessed someone has found this out earlier but I couldn't find a reference.
Thanks for the link.
regards,
Bopperthijs
But I have more in a next post....
-How can you improve things when you don't make mistakes?
dennisharoldsen posted Sat, 19 January 2008 at 8:16 PM
bopperthijs - thanks
this is a subject i know nothing about but would like to understand it.
i appreciate you sharing what you know. i will attempt to assimilate what you have said and look forward to your next post.
nruddock posted Sat, 19 January 2008 at 8:30 PM
Quote - But I think by using a colormath node and the eyedropper you can choose the zero level of your displacement bitmap if you have a more complex map than my simple three colored map.
Certainly a good variation as some people will be more comfortable with picking a colour rather than working out what the number they want should be.
Angelouscuitry posted Sun, 20 January 2008 at 6:52 PM
kobaltkween posted Sun, 20 January 2008 at 10:49 PM
yeah, this has been known for ages, but it's absolutely great to see it crop up again. this is exactly what i told one of the PC artists who didn't want to include displacement maps in the Poser install of PC items. so i hope that this technique gets better known, as it takes about 1 second to implement.
jdcooke posted Mon, 21 January 2008 at 12:10 PM
JOELGLAINE posted Mon, 21 January 2008 at 2:22 PM
VERY cool! Keeping and eye on this! Thanks for the settings!
I cannot save the world. Only my little piece of it. If we all act
together, we can save the world.--Nelson Mandela
An inconsistent hobgoblin is
the fool of little minds
Taking "Just do it" to a whole new level!