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DAZ|Studio F.A.Q (Last Updated: 2024 Nov 24 6:27 pm)



Subject: HD morph?


manleystanley ( ) posted Sun, 04 May 2014 at 7:45 AM · edited Fri, 22 November 2024 at 6:32 AM

I have to ask about these HD morphs. I know to be a morph it has to have the same polly count as the parent figure. HD would mean a higher polly count. So then how could it be a morph

Wish I had the $$$ to do some side by sides of HD morphs and HD displacement maps.


Razor42 ( ) posted Sun, 04 May 2014 at 7:49 AM

I believe it somehow works with Sub Division, so your morph can have the detail and geometry of the Sub Divided figure geometry.

One problem with Displacement maps straight up is they dont scale with geometry. So if you use them on any figure which gets scaled to different sizes the displacement settings need to be adjusted to match.



manleystanley ( ) posted Sun, 04 May 2014 at 9:09 AM

I've done a lot of work with displacement maps in carrara. You can actually do a lot with them.

So am I right in assuming HD morphs are like subD smoothing? Or the opposite, where smoothing uses subdivision to smooth out bumps and wrinkles, HD morphs put them in?


Razor42 ( ) posted Sun, 04 May 2014 at 9:29 AM

Pretty much, the good thing with hd morphs is that they work alongside of displacement  maps, its not an either or kind of scenario. They work well alongside each other.

So when you create a hd morph you sculpt it on the sub divided sub d figure which lets you get in alot more details as there is more geometry to influence.



RHaseltine ( ) posted Sun, 04 May 2014 at 9:39 AM

The advantages of HD morphs in DS include; not UV dependent - since they are working on the sub-divided mesh vertices directly you can use a single morph with any UV set (in DS the UV set is a per material, not a per texture, setting so it isn't possible to mix and match). real geometry, so morph projection can account for them can move vertices in any direction, not just along the normal, so undercuts and the like are possible they scale, as Razor 42 says, and can be adjusted with a single slider on the root node rather than having to adjust displacement strength across multiple selected surfaces.


DarwinsMishap ( ) posted Mon, 05 May 2014 at 4:53 AM

The thing I've noticed with the HD morph for M6 is that the main difference in the package is Normal Maps.  As Haseltine states, it affects the geometry rather than 'faking' it with displacement and bump maps.


Jan19 ( ) posted Mon, 05 May 2014 at 5:27 PM

The HD morphs are great -- but I've already said that in another thread.  I don't have the displacement, but I like the HD morph look much better than the displacement look.  The displacement look is almost too much texture, for my taste.  But to each his own.  :-)

I love me some Modo!  :-)


Male_M3dia ( ) posted Mon, 05 May 2014 at 6:27 PM

Quote - The thing I've noticed with the HD morph for M6 is that the main difference in the package is Normal Maps.  As Haseltine states, it affects the geometry rather than 'faking' it with displacement and bump maps.

HD morphs aren't maps but sculpts on subdivided mesh; you can use maps to enhance HD though.


FSMCDesigns ( ) posted Wed, 21 May 2014 at 8:07 PM

Quote - The thing I've noticed with the HD morph for M6 is that the main difference in the package is Normal Maps.  As Haseltine states, it affects the geometry rather than 'faking' it with displacement and bump maps.

 

A normal map is "faking it" just like bump making. Displacement maps actually move the vertices.

Regards, Michael

My DeviantArt page


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