jamminwolf opened this issue on Aug 17, 2014 · 11 posts
jamminwolf posted Sun, 17 August 2014 at 1:32 PM
Hey guys, in the process of setting mat files for a new character, and I want to use two displacement maps on one of the options, but I want "displ01" to be stronger then "displ02".
I'm guessing you use "blender" node to attach the two, or do I use something else? If I use "blender", how do I go about setting one displacement map stronger then the other?
Thanks for all the help I can get, guys!
...wolfie
vilters posted Sun, 17 August 2014 at 1:48 PM
Load the Blender node
Connect Displacement Map 1 to Input_1
Connect Displacement Map 2 to Input_2
Blending :
At 0 only the Input_1 map is used
At 1 only the Input_2 map is used
Between 0 and 1 the second map get blended with the first one.
Happy Posering, Tony
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
jamminwolf posted Sun, 17 August 2014 at 1:58 PM
Sweet, that's what I was figuring, but wasn't sure about the blending numbers, thanks a lot, vilters!
...wolfie
vilters posted Sun, 17 August 2014 at 2:07 PM
Well, it is lke blending paint
You have one gallon of White color and one gallon of Black color.
Blending at 0? And you only use the First (White) color
Blending at 1? And you only use the Second (Black) color
At 0;5 blending you use half a gallow White and half a gallon of Black color
Or with yellow and red
You go from true yellow over orange to pure red
Blending node (like all textures) can be animated also.
happy Posering, Tony
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
jamminwolf posted Sun, 17 August 2014 at 3:00 PM
Quote - Well, it is lke blending paint
You have one gallon of White color and one gallon of Black color.
Blending at 0? And you only use the First (White) color
Blending at 1? And you only use the Second (Black) colorAt 0;5 blending you use half a gallow White and half a gallon of Black color
Or with yellow and red
You go from true yellow over orange to pure redBlending node (like all textures) can be animated also.
happy Posering, Tony
Hey that's quite interesting, never thought of that! Hmm, just might play with that with my new character :) Tattoos and children's face paints come to mind... color and all :D
Thanks Tony!
...wolfie
bagginsbill posted Sun, 17 August 2014 at 8:17 PM
Blender is for when you want one input to cancel the other.
It may work for you, but it isn't always the right choice.
Sometimes you just want to add the two displacements using a Math:Add node. The strength of each would be specified in the parameters of the Add.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
jamminwolf posted Mon, 18 August 2014 at 12:52 AM
Hmm, I figured blender was for blending, which I can see the results in the render after working the settings, but I'll look and see what Math:Add will do,
jamminwolf posted Mon, 18 August 2014 at 1:43 AM
Ok, I like the math function better, thanks BB! At least I know the original displacement map stays at .004, the original settings, which I set at 1 on the math function, and 5 for the second displacement texture. This is better then guessing with the blender node.
...wolfie
vilters posted Mon, 18 August 2014 at 5:13 AM
The "add" node also works but has its own limitations.
You can not get "more" white then true WHITE.
And you can not get darker then true BLACK.
There is nothing less then RGB 0,0,0 and nothing more then RGB 256,256,256
You will have to think about that when building both maps.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!
bagginsbill posted Mon, 18 August 2014 at 6:35 AM
Vilters that's nonsense. We're discussing combining displacements. These are not colors. The amount of displacement could be .0005 inches or 5000 inches. The numbers we type into the Displacement parameter are the same numbers we type into a Math:Add node, and then those numbers get multiplied with the next number you plug them into and so on.
Even if we were dealing with colors, there most certainly are colors (vectors) in the material room math that are whiter than white and blacker than black. I've discussed these dozens of times.
The color math is just three copies of ordinary math. It's not different math.
You are confusing what you can DISPLAY with what numbers are possible. You can only display 0 to 255 but all other numbers are possible.
There are no limitations in the Math:Add node. It can do everything a Blender does and more. It is the Blender that is limited. It can only mix two inputs so that the total is always a constant.
The Blender node is built (internally) upon Math nodes as follows:
Blender(v1, v2, f) = Clamp(1-f)*v1 + Clamp(f)*v2
See the + in the middle? That's a Math:Add node. A Blender is a kind of limited-function adder.
See how the v1 and v2 are multiplied with opposite values (1-f vs f)?
That means as the blending factor of one goes up, the other must go down.
With the Math:Add node the user can just change either number without affecting the other. That is more useful in the case of combining displacements.
Renderosity forum reply notifications are wonky. If I read a follow-up in a thread, but I don't myself reply, then notifications no longer happen AT ALL on that thread. So if I seem to be ignoring a question, that's why. (Updated September 23, 2019)
vilters posted Mon, 18 August 2014 at 6:48 AM
My mistake, thanks for the update.
Poser 1, 2, 3, 4, 5, 7,
P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game
Dev
"Do not drive
faster then your angel can fly"!